Character:De’aneir’a Sera Vestra

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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
  • Larceny
  • Stealth

Eclipse Caste Abilities

  • (C) Bureaucracy 4
  • (C) Linguistics 2
    • Flametongue (Native), Old-Realm, River Speak (Recently learned and not perfect)
  • (C) Ride
  • (C) Sail 3
  • (C) Socialize 4


... 52 of 42 Abilities. 10 Favored Specialties. ... 15 Bonus Points.

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 -2, Cathedral Factory 5, Servitor Force 3, 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)

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 built about the same time that the Five Metal Shrike was. While the greater flying machines was granted a near self awareness, the Infinite Star Saber was lacking that. Built with only Moonsilver, Starmetal, and Orichalcum it would have been seen as a lesser to the Shrike but the young Solar didn't pay attention to the creation of the other craft, in fact she remained secluded and on the ground while the Shrike was in an aerial fortress. The Infinite Star Saber did end up with a small AI, it was incapable of decisions on its own but as long as it was able to it and I AM talked. The AI is nearly child-like, and sometimes De'aneir'a worries that perhaps she made it too young in its ability to understand things.
    • The Infinite Star Saber is a sleek craft, granted a black and red color, and armed lightly. De'aneir'a built the weapons to be small and not drain much from either the pilot or the hearthstone that powers it. But due to the fact that she wasn't finished with the machine, she has been unable to mimic the Five Metal Shrike's various abilities, for two reasons, 1, she hasn't actually seen the shrike (despite having ideas that are pretty close to the design of the Shrike.) and 2, she hasn't had time to test her own plans. She has designs for a better Essence Power Core, as well as a desire to create a more independent AI for the vessel
    • Speed: 50/100mph (Up to 250 Using its Sunlight Drive this however puts strain on the engine causing damage to the systems)
    • Maneuverability: +2S (Lore 3, Sail 3)
    • Crew 1/1 (Lore 1, Sail 2)
    • Endurance: Requires 1 Level 4+ Hearthstone and 6 committed Motes. Requires Maintenance after 125 hour 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)
    • SPECIAL: Once attuned the Vessel can be stored in Elsewhere. The Effect of stashing a 50 Yard vehicle in such a place can be quite a spectacular thing. The one who attunes to it, must have the control bracelet. With a simple mental (Misc Action) command De'aneir'a can call it from Elsewhere. To keep it in Elsewhere requires the commitment of 5 motes.
    • 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. 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

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 (1) -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

  • Join Battle 3
  • DDV 8


  • Join Debate 3
  • MDDV 8


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


  • Join War 3

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. For years she worked and worked, designing and learning, and then when the vessel was nearly finished her mother came to her.

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.

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, and her allied Fair Folk Noble artisan had probably left for other things after the Usurpation. 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 is shy when placed in such situations that might be considered intimate. Still she is focused and will complete any task she deems important.

Merits

  • (6) Wings

Flaws

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

==Experience

  • 0/150
  • Attributes
    • None
  • Abilities
    • 09 Awareness 0 to •••
    • 03 Linguistics •• to •••
    • 04 Resistance •• to •••
    • 12 Integrity ••• to •••••
  • Advantages
    • None
  • Backgrounds
    • None
  • 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 Melee: Call the Blade
    • 08 Melee: Summon the Loyal Steel
    • 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