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Selene, Daughter of Lysander
#1
Lady of House Lysander


NAME: Selene, Daughter of LysanderSUPERHUMAN TYPE: ChampionORIGIN PATH: - Noble. Youngest Daughter of a powerful Scion of a Noble Family in Athens.
CONCEPT: High Nobility turned Party Girl.ARCHETYPE: TricksterROLE PATH: - Fixer.  Knows the players and the game in the realms of Grecian Nobility.
BASE DEFENCE: EXPERIENCE TOTAL:  110COLLEGE PATH: - The Delphic League. Looking to guide Humanity to a more just age, away from the tyranny of the gods. 
SOFT ARMOR: 0 APPROACH: Resilience TIER 2 POWER: Base Target Number = 8
INSPIRATION: ****MOMENTUM CAPACITY: 4INSPIRATION POOL: 4 / 4 (Regens 1 per scene. Flux zone 1 per 10 min.)
HEALTH: (Armor): 1 / 1 | (Bruised -1): 2 / 2 | (Injured -2): 2 / 2 | (Maimed-4): 1 / 1 | Taken Out | DEAD |
Destructive: 2
Intuitive: 2
Reflective: 2



ATTRIBUTES
Intellect: *** I.Q. 120. Well read in things that interest you.Might: *Weak as a Kitten.Presence: ***You give a good business presentation.
Cunning: ***You handle change well.Dexterity: ****Professional Dancer or Stage Magician.Manipulation: *****You can blend in anywhere.
Resolve: ***You meditate once a week.Stamina:  **What you do involves a lot of lounging.Composure: ***You can usually tell when someone is lying.
Durability Scale: 1 Leadership Scale: 2Mental Scale: 2Might Scale: 1Power Scale: 1Speed Scale: 1




SKILLS
Aim: -
Athletics: **-
Close Combat: -
Command: *-
Culture: ****(Specialty: Current Events)
Empathy: ***(Speciality: Reading the Room.)
Enigmas: ***(Speciality: Political and Social Intrigue)
Humanities: ***(Specialty: Story Telling)
Integrity: ***(Specialty: Resisting Coercion)
Larceny: -
Medicine: -
Persuasion: *****(Specialty: Flirting and Seduction)
Devilishly Good Looking(Skill Trick: When you look this good, no one ignores you. Spend 1 Momentum to change a targets attitude toward you by 1 toward the Positive.)
Pilot: -
Science: -
Survival: 
Technology: -


EDGES
PATH-EDGES

Artistic Talent: ***Performance Artist or Bard. Gains +3 Enhancement to when telling stories, historical accounts and generally performing in front of a crowd be it singing, dancing or storytelling. 
Highborn: *Your character is a member of a prestigious bloodline. She is Nobility, and her father is brother to the king of Athens. This causes attitudes to vary by +1 to +2 or -1 to -2 depending on the social group she finds herself in.
Wealth: ****Has access to exceptional wealth and resources. Wealth easily equal to the king of a nation. This represents a mix of her own wealth and that inherited from her father's Nobility and relation to the King of Athens.
Striking: **+2 Enhancement when interacting with those who would find this character attractive.
Skilled Liar: **+2 Enhancement to Deceive others in any way.
Polyglot: *Can learn languages remarkably fast. Usually within a week.  Starts with a number of additional languages equal to her dots in Intellect.
Fame: **The Character is well known among certain groups. (Nobility, Revelers, Festivals, Party Scene, or Taverns in Major Cities.)






STORY POINTS
Attributes: Starting: +26 | 7/5/9 | Finesse: 3 | Bonus: (Dexterity 1) | Inspired Bonus: (Manipulation 1) 
Skills: +24 | Starting: 6 | Starting Path Skills: 9 | Awarded Path Skills: 9
Skill Tricks: +1
Edges: +16 | Starting: 4 | Starting Path Bonus: 6 | Awarded Path Edges: 6
Paths: +3 | Starting Path 3 | Purchased Path Levels 3
Starting Inspiration 1 | Starting Facets 3 | Starting Gifts 4

EXPERIENCE EXPENDITURE
Attributes: +1 | Exp cost 10
Skills: +0 | Exp costs 0
Specialties: +0 | Exp costs 0
Skill Tricks: +0 / Exp costs 0 
Edges:  | Exp costs
Path Edges: +0 | Exp Cost: 0
Enhanced Edges: +0 | Exp Cost: 0
Facets: +3  | Exp Cost: 30
Path Gifts: +1 | Exp Costs: 4
Path Increases: +3 | Exp Cost: 54
Spent Exp: 98 | Unspent: 12
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INSPIRATION POWERS
Dramatic EditingCosts Inspiration points per the type of Edit. The Character can make dramatic changes to the scene. The Storyteller has the right to veto any edit, but possible examples include: Spend 1 Inspiration to add an Enhancement to a roll, or a complication to target that is cinematically within reason.  Spend 2 Inspiration to discover a relevant clue or answer to an immediate question. May find a complex tool or device that aids the character.  Inspiration costs equal the scale of the device. Again, it must be feasible that the device could be found. Revealing the identity of an enemy or ally, cost 3 Inspiration Points.  May Spend 5 inspiration points to attempt to bring a character back to life with sufficient explanation as to how they survived. Returning a Character from the dead can be done once per session.
Extraordinary EffortCosts 1 Inspiration Point. Increase the Actions Scale by +1 as listed on the Scale Table. This represents a moment of extraordinary concentration, luck, or dramatic flow.
Inspired DefenseCosts 1 Inspiration point. Gains a bonus to the characters defense equal to their lowest rated Facet for the rest of the scene.
Destructive Action: **Costs 1 Inspiration point. Intention. Activate to add Destructive facet rating to any dice check that would be destructive. Examples: Breaking up a relationship, kicking in a door, ruining someone's reputation or overthrowing a government, etc. This does not apply to direct damage inflicted in combat.
Intuitive Action: **Costs 1 Inspiration point. Luck. Activate to add Intuitive facet rating to any dice check that requires quick thinking or acting instinctively in the moment.  Examples: Shouting a warning, tackling or grabbing someone to save them, fast talking a guard or the police, etc.
Reflective Action: **Costs 1 Inspiration point. Skill. Activate to add Reflective facet rating to any dice check that requires quick thinking or acting reflectively in the moment.  Examples: Most extended actions, or actions meant to recall information or put an established plan into action.
CHAMPION POWERS
Twists of FateOnce per Scene, a Champion may lower the costs of Dramatic Edits by 1 Inspiration by taking on a Twist of Fate. A twist of Fate does not affect the original Dramatic Edit that it was attached to, but Choose to take on an ironic, unfortunate, or unforeseen complication that accompanies the Edit. Such as they may cause the Assassin who is about to murder the prince of Athens to be discovered by the guards, hence saving the princes life.  BUT that Assassin might turn out to be the Prince's younger brother and know the kingdom is thrown into scandal and turmoil. Or the Assassin could say that the character or some other innocent party is the one who hired them for the job and now will now have to argue theirs or the other targets innocence. The character could find the hidden entrance to a treasure trove, only to discover that there is a Hydra guarding it instead of a Minotaur. Or they find the entrance to the treasure trove, only to walk out with their treasure to discover they have been surrounded by pirates.
Mighty OathThe Champion or Olympian may declare an Oath that is reasonably possible. Storyguides should indicate whether this Oath is possible or not, otherwise it fails immediately. Once per scene, the Champion or Olympian can gain 1 automatic success in addition to any they might roll, Once per scene as long as it is in pursuit of completing their Oath. Champions may who make a Mighty Oath may also use Extraordinary Effort for free once per scene as long as the action is in pursuit of their Oath.
Dire PortentsThe Champion or Oracle can sense an oncoming calamity or at least the possibility of one. Due to this Vision, the Champion or Oracle may take on a +2 Complication for a relevant check that could be affected negatively by this Impending problem. If the Portent or Problem occurs and isn't avoided or diverted, The Champion or Oracle gain +1 Inspiration even if it takes them over their maximum for the remainder of the scene. Afterwards the costs of any Dramatic Edits they perform in response to this disaster costs 1 less Inspiration. If they Problem is avoided or diverted the effect simply ends, But An Oracle still gains +1 Inspiration, but it cannot take them over their maximum.
Invoking FateThe Champion, Oracle or Olympian can choose to invoke Fate. Sometimes this is done by focusing on one's own destiny, other times its done by invoking the gods of fate for whatever religion represents them. 
- Beginnings: May spend 1 Inspiration to ignore all Injury Conditions , Negative Conditions and other Conditions affecting them for the rest of the scene. (Though new Injuries, negative conditions, and penalties may be imposed.) A Champion with Access to Ambrosia may heal up to their INspiration in Injury Conditions as well.
- Destiny: May spend 1 Inspiration, once per session, to manifest a Gift they don't currently have. They may use that give for the rest of the session (Though additional Inspiration must be spent again to activate if required). A Champion with access to ambrosia may manifest Non-Champion Gifts though these only last for the rest of the scene.
- Endings: Once per story, a hero may spend 1 Inspiration. For the rest of the scene, whenever the player rolls a result they don't like, they may immediately re-roll again and take the better of the two results. They may roll a additional times if they don't like either roll, but when they do, the character suffers an Injury Condition each time after the 1st that may not be prevented in any way, and may not be healed or treated until the end of the story.  Champions with access to Ambrosia may chose to ignore all complications for this check as well, but suffer an additional Injury after succeeding.



LUCK GIFTS
APTITUDE GIFTS
Velvet Vice(Skill: Persuasion and Momentary) You know how to wrap someone up in agreement so smoothly they don’t even realize they’ve committed until it’s too late. After a successful Persuasion roll in a social interaction, you may spend 1 Inspiration to cause your target to become temporarily committed to the course of action you suggested—even if they don’t consciously realize it. They will subconsciously justify their compliance to others or themselves, giving you: +2 Enhancement to influence or negotiate with them in future interactions during this scene or the next. +1 Enhancement to an ally’s social roll involving the same person or topic. The effect fades if your target is directly confronted about their compliance or if it leads to obvious personal harm, but they may remain unsure why they ever went along with you in the first place.
The Comedy of ...(Skill: Persuasion and Momentary). Prerequisite: Persuasion ****. Costs 1 Inspiration. Roll Cunning + Persuasion and gain Enhancement based on the number of successes using the chart in AEGIS, (page 165.) The effect ends if the Orator takes a hostile action. This effect lasts for a scene but when it ends, the Orator must be cautious as the crowd may not find it as amusing or moving when the scene is over. This can affect any target who is in range of hearing her.
Greek Theatre(Skill: Culture and Momentary). Prerequisite: Culture ***. Costs 1 Inspiration. If the character is discovered in a place she is clearly not supposed to be. This begins a great comedy, as she performs a play of her own making. For the remainder of the scene, she gains a +1 Enhancement to lie about her identify, insist she belongs in the location, or claim that she simply got lost looking for another location entirely. If she is successful in her deception, the Character or Characters who found her regards her simply as a fool or someone not worth the time spent to investigate further.
Curse of Displeasure(Attribute: Manipulation and Momentary). Prerequisite: Manipulation **. The Disdain of a god or one of the Inspired is a dangerous thing. When the character makes an argument, suggests a course of action, or utters a command. Anyone who tries to argue or go against it suffers her Destructive Facet in Complications to their next action against or opposing her statement. If not bought off with each attempt, both their person and their belongings fall to ruin. Any equipment reduces its Enhancement by 1 (Or looses a point of Armor, as applicable) and any attempts to heal them suffers +1 Difficulty and the costs of Critical stunts against them are reduced by 1 for the rest of the scene.
CHAMPION GIFTS
Nike's Blessing(Momentary and Luck). Costs 1 Inspiration. The Champion makes a speech about how easily the action is that they are currently about to undertake. Afterwards they choose a skill relevant to this action and for the rest of the scene, they or their target gain +1 Scale on all skill tests pursuing the prescribed Action. A person can only be subject to this Gift once per day.







PATHS & CONTACTS
Noble: ** - Youngest Daughter of a powerful Scion of a Noble Family in Athens. Her father is brother to the king. Gifts: (Attribute: Composure. Skills: Command and Persuasion). Skills: (Command, Culture, Integrity, and Persuasion). Edges: (Danger Sense, Fame, Highborn, Patron, Skilled Liar, Striking, and Wealth)
Fixer: ** - Knows the players and the game in the realms of Grecian Nobility. Gifts: (Attribute: Manipulation, Skills: Larceny and Survival). Skills: (Culture, Larceny, Persuasion, and Survival). Edges: Alternate Identity, Danger Sense, Direction Sense, Ms. Fix It, Polyglot, Safe House, Skilled Liar, Wealth
Delphic League: * -  Looking to guide Humanity to a more just age, away from the tyranny of the gods.  Gifts: (Skill: Empathy, Enigmas and Persuasion).  Skills: ( Empathy, Enigmas, Integrity, and Persuasion). Edges: ( Always Prepared, Artistic Talent, Danger Sense, Fame, Library, Patron, Safe House.)
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A gaming group started in late 2005 when several members (from all over the world) came together on a long-running forum website called Plothook.net (formally known as Highmoon.net). Several games transformed from a by-the-book format to highly modified versions that became new hybrid systems with completely custom rules and abilities. Ten years later, these faithful players wanted to secure their work and their stories, becoming the basis of these forums.