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Name: Yuki Lintha Ng Hut Sister Arezoo
Caste: Twilight
Anima: Shattered Iceburst
Supernal Ability: Occult



Attributes
Primary: Perception 3 Intelligence 4 Wits 5

Secondary: Strength 2 Dexterity 4 Stamina 3

Tertiary: Charisma 1 Manipulation 2 Appearance 4



Abilities
Caste
Craft [Carpentry] 3
Investigation 1
Linguistics 1
Lore [Geography] 3
Occult (Rituals) 5

Favored
Archery (Bows) 2
Athletics 2
Dodge 3
Sail (Naval Tactics) 2
Survival 3

Other
Awareness 1
Integrity 2
Larceny 4
Performance (Acting) 2
Resistance 1



Merits
Language (Native: Sea. Old Realm, Flame) 2
Hoarfrost Name 2
Heart of the Unmelting 2
Suzerain of Endless Cold 2
Gills 3



Charms
Archery:
Wise Arrow

Althletics:
Graceful Crane Stance

Craft:
Craftsman Needs No Tools
Crack-Mending Technique

Dodge:
Reed in the Wind

Larceny:
Flawlessly Impenetrable Disguise

Lore:
Harmonious Academic Methodology

Occult:
Spirit-Detecting Glance
Spirit-Cutting Attack
Ghost-Eating Technique
All-Encompassing Sorcerer’s Sight
Terrestrial Circle Sorcery (Cirrus Skiff)

Survival:
Hardship-Surviving Mendicant Spirit

Spells:
Cirrus Skiff [control]
Flight of the Brilliant Raptor
Summon Elemental



Willpower 8

Health Levels 7

Limit Break
All-Consuming Grief
The Solar’s allies suffer a setback or defeat because of a
mistake he made.


Intimacies
I will (Defining)
Metrin (changed it)
Lintha (Major tie - negative/detest/fear)
Jagged Maw of the Churning Below (Major Tie - Respect)
Jokull (Minor Tie - companion spirit)


BP Spent on:
Craft +2
Larceny +2 (2pts)
Lore +1
Occult +2
Survival +1
Wits +1 (4pts)
Willpower +1 (2pts)
Gills +1
Elemental Pact

Shaping Rituals

Whenever the sorcerer takes a shape sorcery action, she may draw an additional (Essence) sorcerous motes from any water within medium range, solidifying its power to fuel her spell. This freezes the liquid—a fountain will be ice by a single invocation, while a pond might frost over after the first, then freeze over altogether after the second. However, if the sorcerer is fighting near (or in!) a freezable source of water or in the snow, she has a nearly endless source of sorcerous motes to draw on. She may draw from ice elementals or other spirits of the cold as well, draining (Essence) motes from their pools, but only if her shape sorcery roll exceeds their Resolve, and no more than once per scene against any one spirit. When the sorcerer draws Essence to fuel her control spell, water is not frozen, and spirits do not lose the motes drawn from them.

The sorcerer’s patron offers her power in exchange for drowned offerings, breathing in her tribute and rewarding her with glory. The sorcerer may make a prayer roll (Charisma + Performance, difficulty 5 minus the Resources value of any sacrifices offered along with the prayer) seeking power from her patron. Success grants her sorcerous motes equal to (her Essence + extra successes on the roll). These motes last for the duration of the story, and can be spent towards any spell she casts. She cannot pray for power more than once a day, and receiving new motes replaces any granted by past prayers.

The sorcerer has learned to harden herself against needless fire in her own heart, using them to increase the power of her spells. Whenever she would gain a point of Willpower from upholding an Intimacy that represents a passionate emotion or fervent belief, she may instead claim 5 sorcerous motes. These motes last until the next sunrise, and can be spent towards any spell she casts. Additionally, she may shed a level of intensity from such an Intimacy as she fortifies herself against unnecessary emotions to channel it towards a spell she is shaping, adding sorcerous motes equal to the (original) intensity of the Intimacy. She cannot tap an Intimacy more than once per day this way.

Other Benefits

Heart of the Unmelting (Merit ••): Having contracted with a lord of ice, the sorcerer commands the fear of lesser fires. She doubles 8s on rolls to resist environmental hazards based on fire or heat, and adds her Essence to both soak and hardness against purely flame-based attacks such as firewand blasts.

The Hoarfrost Name (Merit ••): With the utterance of her patron’s name, the sorcerer may call forth sheets of ice, sending them streaming from her eyes, fingertips, or mouth. She might use this to squelch a campfire or ??, and can also use it as an attack, rolling (Intelligence + Occult) to direct the shards of ice, which are treated as a light mundane weapon with the lethal, thrown (short), and mounted tags.

Suzerain of Endless Cold (Merit ••): Cold answers readily to the sorcerer’s will. Whenever the sorcerer casts a spell that creates or manipulates ice as its primary effect, or summons an ice elemental, its cost is lowered by three sorcerous motes. If it’s her control spell, she may also waive a single point of Willpower from its cost once per day.
History

Lintha blood is divine blood. Or so says the Book of Utz Semivir. Those born with true blood are born blessed with the advantages of their station as well as the curse of its demands. Lintha Ng Hut Sister Arezoo was one such brought into the world. Marked at childhood as a promising prospect for the Cult of Dukantha, Lintha Ng Nut Grandfather Oorn a wise and respected fleet captain claimed the girl as his blood in tradition of the Lintha family.

Arezoo was a quiet girl who dabbled in rituals along side her toys while ignoring the trivial youth politics that were typical at the academy. Instead she chose to keep her nose in books where she read about the wonders of the world outside of Bluehaven, silently dreaming about seeing them someday. Her elders frowned at her disinterest in the ways of running a household as was expected of the typical Lintha women, but they expected her to return from her year long induction at sea with a new attitude. The she would beegin to sire children befitting of her station before her inevitable initiation into the Cult of Dukantha.

Return was not in her destiny. They sailed north to requisition hardy slaves to capture with and Arezoo found a new passion for the open ocean amongst other things. She secretly decided that she did not wish to retire back home, balancing accounts and breeding children, but would fight for her right to remain on a ship where she felt she belonged.

As the ship began its homeward trip from the cold reaches of the northern isles, a massive storm engulfed the ship. Out of the blizzard rose a mammoth beast of ice and moraine that snatched up their draught demon in its jaws, crushing it with a sickening squelch of bone and ichor. The crew rushed to defend the ship and Arezoo took up her own arms. It seemed they were doomed to be sent to the bottom of the ocean but during the peak of the battle the most miraculous thing happened, Arezoo began to glow with a divine light and her arrows began to drive the spirit off. Seeing victory in their grasp, Arezoo was apt to celebrate but it was short lived as she turn to see her captain seize her and shove her overboard.

This was to be her end, she thought even as the glacierial beast swallowed her but she was mistaken. Arezoo never awoke but she did not go to her final slumber either. The Jagged Maw of the Churning Below had not seen a Lawgiver in so long and he wished to know her better, deciding to keep her in an enclosure of frost. Time went on and the elemental taught her many things, patient as slow moving ice in its lessons to re-educate her about the world.

Weeks. Months. Years. Time didn’t seem to matter while she was encased in the glacier. The Jagged Maw taught her many things, showed her the ways of sorcery and how to call upon creatures like himself. Every once and awhile, the new Solar would attempt to melt away the ice to free herself because while the elemental was not malicious, it was possessive and not ready to release its prize. One such day she had just about given up hope again when the sounds of a distant noise echoed in her ears. Her slumber was disrupted and she could feel the wrath of the Jagged Maw stirring below as she opened her eyes to meet the gaze of the most incredible looking man. Was this the Unconquered Sun himself there to take her to the Underworld? At first she thought she was dead but realized that the man carried a similar mark of the Sun upon his brow. The ice shifted and a crack like thunder split the air, sending the stranger hurling into the depths as her patron enacted its revenge on the ship behind them. Arezoo had a decision to make; what her first action would be as a free woman. Without hesitation she lept off the iceberg and into the frigid depths after her savior.
Jökull - Akhlut of Ivory Drift (elemental familiar)

Akhlut

Essence: 2; Willpower: 6; Join Battle: 7 dice
Personal Motes: 70
Health Levels: -0/-1x6/-2x6/-4/Incap.
Speed Bonus: +2.
.
Actions: Feats of Strength: 10 dice (may attempt Strength 7 feats); Resist Poison/Illness: 9 dice; Senses: 8 dice; Stealth: 10 dice; Threaten: 6 dice; Tracking: 10 dice Appearance 4 (Hideous), Resolve 4, Guile 1
Combat
Attack (Bite): 10 dice (Damage 17) Attack (Grapple): 10 dice (12 dice to control) Combat Movement: 5 dice Evasion 3, Parry 4
Soak/Hardness: 10/2

Born of Flame: Garda birds are immune to any environmental hazard based on fire damage or heat, and automatically reduce any withering attack made with firewands, sorcerously-conjured fire, or similar to minimum damage. Decisive attacks from such sources can only ever deal bashing damage to them and can never fill their Incapacitated health level.


Offensive Charms

Fangs of the Hunt (6m, 1wp; Simple; Instant; Decisive only; Essence 1):
This Charm doubles 10s on a decisive damage roll, and inflicts a crippling penalty on all movement actions the victim takes equal to the levels of damage dealt. If the penalty exceeds acharacter’s Dexterity, he can no longer move reflexively, and must take a miscellaneous action even to take his normal movement each round. The penalty lasts until the wounds are healed or the character receives adequate medical treatment.

Mobility Charms

Swift Hunting Stalker (10m, 1wp; Simple; Indefinite; Essence 2):
The dog may roam the oceans unhindered, swimming secret ways of the water and speeding over and under the waves. It may travel through water at a speed of sixty miles an hour, and ignores hindering terrain, currents or weather. In combat or a test of speed, it adds two successes on all movement rolls, in addition to ignoring hindering terrain.
OR
Racing Sailfish Surge (4m, 4i; Simple; Instant; Eclipse; Essence 2):
The Akhlut shepherds the water at its back into a surge that drives it forward, allowing it to move two range bands. In a test of speed or naval pursuit, this doubles 9s on the Akhlut’s roll. Unlike other Simple Charms, this may be placed in a flurry. Once per scene unless reset by successfully disengaging while at Initiative 3 or less. Eclipses may learn this Charm, but can only use it underwater.


Miscellaneous Charms

2 removed

Five Winds Scent (4m, 1wp; Supplemental; Instant; Essence 2):
The dog of the unbroken earth may double 7s on any Perception-based roll using scent. In addition, simply by breathing in a character’s scent, the dog gains a general measure of their magical puissance—it can tell a Solar Exalt is far more powerful than an ordinary human, or distinguish a Third Circle demon from one of the First Circle. It must overcome any stealth or disguise being employed to gain this benefit. Using this Charm to track a trespasser detected with Broken Earth’s Anguish is free.

Materialize (35m, 1wp; Simple; Instant; Essence 1):
Natural detritus (leaves, soil) swirls together and becomes the living form of a god.

Steel-Shattering Fangs (3m, 1wp; Supplemental; Instant; Essence 2):
The dog of the unbroken earth may double 7s on a feat of strength to destroy a man-made construction.
Current:
XP: 5
SXP: 2

Spent:
XP:
SXP:

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