Peter Fairgrave; Trained gunfighter, Shaman (Thyrsus), 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
Concept: Spirit-world federal marshal, genuinely nice guy.
Description: A tall lean man with a well-kept but rugged looking beard. Though clearly young and somewhat inexperienced, he prefers to wear worn and somewhat olden clothing, in emulation of his old master. Doyle tries to present a manner of surely gruffness, but he is young and he hasn't settled into the pattern yet, with his youthful bluster and excitement poke through.
Age: 25
XP total: 39 (+10 Wisdom), XP unspent: 5
Attributes
Mental Attributes
Intelligence (2), Wits (2), Resolve (2)
Physical Attributes
Strength (2), Dexterity (3), 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]
Firearms: ["SAAR"]
Intimidation: [Spirits +2]
Persuasion: [Spirits +2]
(^) = Rote specialities
Merits
Quick Draw | You may draw your firearms as a reflexive action | Bought |
Interdisciplinary speciality (1) | speciality in Intimation: [Spirits] now also applies to your Persuasion | Bought |
Resources (1) | Being a Lictor doesn't pay well, but it still pays… | Bought |
Contacts ~ The Silver Ladder | Though a Lictor, this does not mean he is very well known, given that Lictors chose their replacement. | 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 |
Artefact ~ "SAAR" Colt Single Action Army Revolver (4) | Firearm (Dam: 3L, Range: 20/40/80, Capacity: 6, Size: 1/J, Durability: 6) Persistent magical effect "Glimpse the future" - Whenever the gun is fired, you may roll the dice two pool again and chose the roll which has the higher rate of success | Starting |
Destiny (2) | Each session of play, Doyle has a number of "destiny points" equal to double the rating in this merit (4). These points may be spent on any roll and refresh at the beginning of each play session | Bought |
Combat Marksmanship (2) | - | Bought |
Shoot First: Add Firearms to initiative whenever you start the combat with a weapon drawn. May be applied retroactively in the following round with Quick Draw | Aggregate | |
Tactical Reload: You may reload firearms as a reflexive action | Aggregate |
[18 xp]
Mage traits
Arcanum:
Gnosis: | (2) |
Spirit | (3) | Space | (2) | Life | (1) |
Rotes
Helping Hand (1) | "Coaxing the Spirit" | For each success rolled, you may add a number of additional dice on his next use of an effected item | Manipulation (3) + Socialise (2) + Spirit (3) + Misc (1) | Core |
Grasp the other world (2) | "Gossamer Touch" | The mage, and the objects the touches, may interact with unmanifested entities in the twilight and shadow | Dexterity (3) + Athletics (1) + Spirit (3) + Misc (1) | Core |
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 (3) + 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 (3) + Misc (4) Vs. Resistance | Core |
Stirred from sleep (3) | "Rouse the Spirit" | You may awaken the latent spirit inside an objects as a Rank 1 spirit. It is common for mages to use prolonged spell factors on a favoured item to increase the duration of the spell to allow the spirit to increase in rank, and hence its grow in power | Presence (3) + Persuasion (3) + Spirit (3) + Mis (4) | Core |
[12 xp]
Vitals:
Wisdom: | (5) | Mana: | (5/10) |
Health: | (7/7) | Willpower: | (5/5) |
Initiative: +5 | Defence: 2 / 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
"SAAR"
SAAR ("Sir") | Rank: 1 | Revolver Spirit |
Power: (3) | Finesse: (3) | Resistance: (2) |
Essence: 10/10 | Willpower: 5/5 | Defence: (3) |
Speed: 8 | Initiative: 5 | Size: 2 |
Corpus: 4 | Influence: Bullets (2) | Ban: Water |
Numina: "Wilds Sense" ~ By rolling Fin + Res, Civil 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 |
SAAR is the awakened spirit of the blah blah blah
Morning Ritual
An unprepared Mage is a dead Mage, and unless stated (or forced) otherwise, it should be assumed that Doyle has the following spells in effect:
- Mage Armour: "Untouchable" (Space 2),
Equipment
Dedicated Path Tool:
Weapons:
Armour:
Equipment:
Possessions:
Background:
Combat:
- Six Shooter 12: Dex (3) + Firearms (3) + Equipment bonus (3) + Speciality (1) + Spirit Influence (2), roll twice and take the best!