Character:Sacre Cyrano
Sacre Cyrano
Chosen of Serenity
Idealistic Punster
Sacre appears... rather plain, standing at 5'7 with messy black hair around his ears, tan skin, and a pair of well-made glasses framing vibrant blue eyes and perched on a nose that apparently has taken a few hits over the years. His loose clothes seem always on the edge of androgynous and in between downright bizarre and scholarly, ranging from pastels to deep blues and blacks. There's normally a hopeful smile on his lips, and a joyous spirit shines though his eyes, only restrained by a weak body. His sleeves sometimes betray a glimmer of metal, a rainbow sheen, but for the most part, his clothes hide anything supernatural.
Motivation
Restore the Glories of the First Age
Anima
A Chosen of Venus can make the Lesser Sign of Venus for ten motes, surrounding his allies in a bright blue light. For one scene, the Sidereal and all allies within (his Essence x 10) yards add (his essence) successes to all Performance rolls. Allies enjoy this advantage only as long as they remain within range. With the anima banner in 11 to 15 range, this costs only 5 motes. If fully manifest, this only costs one.
Sacre's anima is the brilliant blue of the skies over Meru in the First Age.
Attributes
PHYSICAL: Strength 2, Dexterity 5, Stamina 1
SOCIAL: Charisma 3, Manipulation 4, Appearance 2
MENTAL: Perception 4, Intelligence 3, Wits 4
Abilities
(4 bp)
Caste Abilities
Craft 2 (Water), Craft 1 (Fate) (STILL IN DISCUSSION), Linguistics 4 (Riverspeak, Old Realm, High Realm, Foresttongue, Skytongue), Performance 3, Socialize 3, Dodge 4
Favored Abilities
Thrown 3, Awareness 4, Lore 3, Martial Arts 4 (Catching Items +2)
Unfavored Abilities
Presence 2, Occult 3, Stealth 1, Bureaucracy 2, Medicine 2, Integrity 3
Backgrounds
(10 bp)
Sifu 1, Orradi Filia
Silver-Voiced Nightingale, Prismatic Arrangement of Creation
A bright and charismatic Serenity of the Gold Faction, Filia is Sacre's sifu and mentor, the woman who took him under her wing soon after a Battles broke Sacre's nose after getting sick of his puns. She normally is in the Northeast, where she was born, and teases Sacre for 'hot Southern blood.' The somewhat older Serenity encourages Sacre's love of puns, much to... about half of the Bureau's distress. Sacre often sends Infallible Messengers explaining the situation from time to time.
Connections 1, Hundred Kingdoms
Archer Oak, Wood-Aspected King. Archer Oak, like everyone else, has forgotten Sacre Cyrano. However, he has taken pity on a mysterious person, who comes and goes as they please, and in return for occasional advice and a nudge in different places, the figure will quietly inform him of important events via a message.
Salary 1
Sacre is much more focused on his work than flattering the god of pensions, and the god isn't too amused about having a Serenity who likes telling bad jokes. So he is pretty poor compared to most Sidereals, but content.
Backing 2 (Gold Faction)
His focus on trying to find ways to help teach Solars is the reason why he was assigned to trying to unite the kingdoms.
Artifact 3 (Ghost-Seeing Blindfold Spectacles)
(AESS always on, no attunement needed, and has a mundane utility of correcting his vision)
Sacre was given these by a god named 'Near and Far Guide,' a minor god of glasses in the east. He was delighted to find a Sidereal who needed them, and made a pair custom for him. The orichalcum-etched steel and crystal spectacles tend to be perched on Sacre's nose often, but in front of large displays of surprise essence, he has been temporarily blinded before, much to his distress.
Artifact 4 (Starmetal/Moonsilver Infinite Resplendence Amulet)
(Allows him to make any outfit the wearer desires. +5L/+5B soak that does not count as armor, one extra success to all Resistance and Survival rolls made to reduce or avoid the effects of deleterious environmental conditions, toxins, or diseases. Moonsilver adds to soak and adds two bonus dice to Stealth rolls and two bonus dice to disguise rolls made with Larceny. Starmetal grants Elsewhere pockets only accessible to the attuned that hold one ton of gear, provided it can get into a pocket opening of one foot across. If Sacre dies, the artifact takes his body for burial in between the strands of fate, leaving only the artifact behind. Attunement 5) A First Age artifact that was once his, Sacre was given this after performing a handful of bureaucratic stunts as a training exercise. The Serenity didn't find it too funny. He ended up breaking his nose again and left arm, with a few gods remembering him as insane. The major one who remembers is Tleas Nikie, a visiting Terrestrial god from Seven Iron Meadows, who invited him to stay there when needed. Sacre has taken him up on the offer before, under the guise of Resplendent Destiny. ===Savant 4=== (4 dice to Lore rolls involving the history, science, or magic of the First Age, also adds to rating in dots to Lore, Occult and Craft Abilities to meet the Ability requirements to operate and maintain First Age artifacts) Even as a small child, Sacre had a love of knowledge. When he was taken into Heaven and shown to a library, he began to spend almost every waking hour there, trying to learn as much as possible. It has left a mark on him, making him absurdly idealistic. Perfect for the Gold Faction. The Secrets are annoyed with the fact that Sacre is one of the leading Savants of the Fellowship, and is not of their Caste. Others find it a relief that they can talk to someone who won't smile mysteriously, even if he won't stop making jokes.
Artifact 2, Starmetal Hearthstone Bracers
(+1 to Acc and Def, +3 dodge dice)
A pair of ancient starmetal bracers. They were Sacre's graduation present when he came a full member of the Gold Faction, and was told that the first Chosen of Serenity wore them. Etched on the inside is a set of prayers to Heaven, hoping that the War could be won.
Manse 4, The Cavern of the Golden Pillar
(Stone of Inhuman Beauty, +4 to Appearance, only Solar Sorcery can even temporarily reduce his appearance or make him anything but beautiful)
Sacre's use of the Primodial Lore charm when he got painfully lost in the Yellow Forest gave him the absurd fortune of finding a lost Solar manse. He literally fell into the damn place, though the one hole that allows golden light enter, breaking his arm. The manse has enough geomancy tricks that no one has found it for many years, and it being mostly buried doesn't help. He has been able to get out, luckily. Sacre only carries the stone, but hasn't used it yet. For very, very good reason.
Level 4 Solar Manse, Location: The Yellow Forest. Powers: Greater Veil of Shadows (4), Archive (2, two on Alchemy (Craft and Occult), five Terrestrial spells, one Celestial Spell), Sympathetic Dream Link (2)
Spells: Become the Wood Friend, Flight of Separation, Paralyzing Contradiction, Ritual of Elemental Empowerment, The Titan's Icy Breath, God-Forged Champion of War
===Celestial Manse 1, The Tearoom===(Stone of Humble Glory, adds an average of Conviction and Temperance to all Social rolls where the character tells the truth without exaggeration or deliberate deception.)
What is normally in Sacre's bracers is a stone from Yu-shan, one he wears because of his hope to try to be honest as possible with his dealings with Solars. A strange god asked him to stop making puns, and Sacre simply smiled and said 'it's my only vice, sir.' The god laughed and gave him a hearthstone for his sheer honesty and waved him off. The Tearoom is a stone manse that actually functions normally as its namesake says. Sacre doesn't take the proceeds, but sends them to the god who gave him the hearthstone out of gratitude.
Powers: Magical Conveniences (1, teasets that give whatever drink is desired), Comfort Zone
Charms
Alternate Sidereal Charmset in Use (Not allowed to link it, it triggers the spam filters)
Martial Arts
Inspiring Battle Hymn, Terrifying Battle Shriek, Haunting Heart-Rending Melody, Voice of the Night Bird, Dulcet Nightingale Form
(In transition)
Thrown
Life Gets Worse Approach - Looming Albatross Method - (4m, Supplemental, Instant, Combo-Ok, p. 23 Alternate Set)
Dodge
Flows Downhill Protection - Like an Unblocked Stream - (3m, Reflexive (step 2), Instant, Combo-Ok, p. 30 Alternate Set)
Trouble-Reduction Strategy - (9m, Indefinite, Combo-Ok, Virtue (Compassion), p. 31 Alternate Charmset)
Linguistics
Always Coming Home - Faultless Ceremony - (1m per technique, Reflexive, 1 Scene, Combo-OK, Stackable, p. 33 Alternate Set)
Blue Vervain Binding - (1m, 1w, Simple (speed 1, DV ––0), Instant, Social, Obvious, Emotion, Combo-OK, Virtue (Compassion), Stackable, p. 34 Alternate Set)
Performance
The 10,001 Dances - Dance of Spirit Persuasion - (-, Permanent, Permanent, None, p. 37 of Alternate Set)
Socialize
Cash and Murder Games - Life Without Compunction - (5m, Reflexive, Instant, Combo-Ok, p. 41 of Alternate Set)
Lore
Of the Shape of the World - Lucky Break - (5m, Reflexive, Until the character next sleeps, None, p. 76 of Alternate Set)
Awareness
Wise Choice - Friends and Enemies - (6m, Simple (Dramatic Action), Instant, Combo-Ok p. 86 of Alternate Set) Expected Pain - 3m, Simple (Speed 3, DV –0), Until Discharged, Combo-Ok, Virtue (Temperance), p. 87 of Alternate Set)
Integrity
Idealism of Youth Attitude - Steely Compassion Resolve - (-, Permanent, Permanent, None, p. 93 of Alternate Set)
Occult
Terrestrial Sorcery
Spells
Infallible Messenger - (10, Target: Summoned cherub)
Emerald Countermagic - (10 or 20, Reflexive (Speed 0), Target: Caster or One Spell)
Intimacies
- One Intimacy
- Another
Essence
Essence: 3 Peripheral: # Personal: # Committed: #
Willpower
Virtues
Conscience 3
Conviction 3
Temperance 3
Valor 3
Limit Break
Describe your flaw and record here your limit
Equipment
List your stuff here, including combat stats if you have weapons
History
Give us at least two or three short paragraphs
Personality
Give at least one short paragraph
Merits and Flaws
Each Merit and Flaw
Describe the Merit/Flaw and it's cost