Doyle Sl 50xp
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Peter Fairgrave; Occult Researcher, Shaman (Thyrsus), Caretaker of the Katsinam Suukya, Thearch, Lictor of Silver Ladder

Shadow Name: "Doyle"

"Hey, I'm not here to play the bad guy… but I can. "

Virtue: Fortitude / Vice: Wrath

Description:

Age: 25
XP total: 60, XP unspent: 1


Attributes

Mental Attributes
Intelligence (3), Wits (2), Resolve (2)

Physical Attributes
Strength (2), Dexterity (2), Stamina (2)

Social Attributes:
Presence (3), Manipulation (3), Composure (3)


Skills

Mental Skills
Academics (2), Investigation: (3)*, Occult: (2)*

Physical Skills
Athletics (1), Firearms (3)

Social Skills
Persuasion (3)*^, Socialise (2), Intimidate (3), Subterfuge (2)^, Streetwise (1),

Specialities
Academics: [Lex Magica]
Occult: [Crime]
Firearms: [Revolver]
Intimidation: [Spirits +2]
Persuasion: [Spirits +2]

(*) = Asset Skills
(^) = Rote specialities


Merits

Interdisciplinary speciality (1) Your speciality in Intimation: [Spirits] now also applies to your Persuasion Bought
High Speech (1) By invoking eldritch words of power, the character may add +2 to any spell casting roll. Using these powers is a stressful and slow process. Invoking them costs and instant action and the character loses their defence in that round Granted: Template
Area of Expertise ~ Intimidation: [Spirits] (2) Your speciality in Intimidation increases to +2 Bought
Status: Silver Ladder ~ Lictor (2) A Lictor is someone of a special position within the Silver Ladder, possessing powers similar to that of a US federal marshal. Lictors are expected to investigate crimes, judge cases, arrange for arrest and on occasional dispense justice personally. Lictors possess various legal powers. Bought and Starting
Spirit Status ~ Rank 1 (2) Thought low, Doyle has standing among the spirits. At this level, when he attempts an interaction with a spirit where a penalty based on rank is imposed, that penalty is reduced as if the spirit was (1) rank lower (negating -1 of a penalty) Starting
Professional Training ~ Occultist (2) Doyle is and was a professional occultist, even prior to his joining of the Silver Ladder. Though his disposition meant that he has strong sympathies to the Mysterium, his general belief in t nature of the awakening, plus being picked for role as Lictor meant that his training has seen him best with in the Ladders ranks Bought and Starting
Networking: Doyle has the equivalent of contacts (2) for: 1) Spirit Lore specialists, 2) The Silver Ladder Aggregate
Continued education: Doyle gains a 3rd asset skill and an additional speciality in one of his asset skills Aggregate

Mage traits

Arcanum:

Gnosis: (3)

[21 xp]

Spirit (4) Space (2) Life (1)

Rotes

Crown of the Incarna (3) "Control Spirit" You may issue a series of simple commands to a spirit which it must obey. The number of commands is equal to the successes rolled, with the ability to create complex commands which require multiple successes Presence (3) + Intimidation (3) + Spirit (4) + Misc (3) Vs. Resistance Core
Whisper to the ancients (3) "Greater Spirit Summons" May make a call or command out to spirit with a penalty on the roll equal to its rank. This power cannot summon a spirit further than it can travel from any sort of anchor it may have, otherwise the rage is unlimited. Presence (3) + Persuasion (3) + Spirit (4) + Misc (4) Vs. Resistance Core
Watch Over my House (4) "Spirit Guardian" - Presence (3) + Persuasion (3) + Spirit (4) + Misc (4) Vs. Resistance Core

[8 xp]

Attainments:

Understanding the Katsina The mage is able to see, hear, and speak with spirits as per the spell, “Spirit Tongue” (see Mage: The Awakening, p. 246). Additionally, the mage may look into Shadow if in the material realm, or vice versa, as per the spell, “Peer Across the Gauntlet” (see Mage: The Awakening, p. 247). These abilities are continually active. Most Caretakers tend to converse casually with the Shadow Realm spirits around them and the spirits, in turn, are often curious about or amused by their company. Occasionally, a spirit may offer its insight into a problem presently confronting the willworker, simply because it enjoys having someone to talk to

Vitals:

Wisdom: (5) Mana: (5/10)
Health: (7/7) Willpower: (5/5)
Initiative: +5 Defence: 2 (3*) / Amour: 1/0 Speed: 10

Special:

Soul Stone:
Though an act of hubris, Peter has forged a piece of his own soul into an artefact from which he draws power. While dangerous, Peter protects his stone well, and its existence is a well kept secret. This stone however is not intended for a demesne, as Peter knows full well the potential which can be harvested from active use of ones own soul. "A simple silver band worn on his wedding finger": While in his grasp (or at least within 20ft of him), this soul fragment enables Peter to make better use of its potential. It confers the following powers and abilities:

  • Any persistent magical effect the caster wishes to place upon his soul stone have their duration increased by two-steps in their duration scale. Making the average "scene" last around 12hours and any basic "prolonged" last 2 days.
  • Any spells from the ruling arcana (Spirit&Life) of the soul in question, add +1 to any dice pools
  • All paradox the mage would induce has the roll reduced by 1 die.
  • Once per day, at the cost of 1 willpower, the mage may make any vulgar spell he wishes to cast covert

Familiar:
Through the power of the Spirit Arcana ("Familiar Pact", Core), Peter has managed to seek out and bind a Rank 1 spirit to his service - both as an ally and a friend.

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Spooky-Face Rank: 1 Fire Spirit
Power: (3) Finesse: (3) Resistance: (2)
Essence: 10/10 Willpower: 5/5 Defence: (3)
Speed: 8 Initiative: 5 Size: 2
Corpus: 4 Influence: Fire (2) Ban: Water or low-oxygen environments
Numina: "Wilds Sense" ~ By rolling Fin + Res, Spooky may know, track or located all spirits, Loci and spiritual objects. The number of successes (1-5) determines both the distance (in miles) and the degree of precision

A familiar’s bonded mage is considered to be its anchor to the material world, although there is no limit to how far a familiar can travel from its mage. It does not lose Essence for every hour it spends in the physical world or Twilight. It must follow all the other rules concerning Essence, however, including spending one Essence per day. If it is reduced to zero Essence, it falls into slumber (see “Essence,” p. 319), but it is not transferred back into the Shadow Realm as long as the mage-familiar bond still exists.

Like other spirits, it can gain Essence by being in proximity to something that it reflects, or its mage can spend Mana points to give it Essence. The master and familiar have an empathic connection; each can automatically feel the emotions of the other. (Magical effects that damage or manipulate the familiar through an emotional attack don’t damage or manipulate the master.) All familiars have a Sensory sympathetic connection to their bonded mage, meaning that a mage’s scrying spells can use the familiar’s senses in place of a scrying window, with no sympathetic penalty. This makes familiars superlative spies. Even more useful, however, the mage can spend his familiar’s Essence points as Mana points, no matter how distant the familiar is from the mage. He can also spend his own Mana points to give his familiar Essence.


Equipment

Dedicated Path Tool:

Weapons:

Armour:

Equipment:

Possessions:


Background:

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