Xufi Shovifulero

“You'd be surprised how good a gambler you are, when you work for Lady luck”


Caste: - Chosen of Secrets, Anima: - Lesser sign of Jupiter.
Concept: - Hard boiled spirit-Cop
Motivation: - End the factions within the sidereals and enable mortals to gain the mandate of the rulers of creation.
Age: - 1432

XP total: 0, XP unspent: 0,

= History =

An old book is sometimes best left unopened

Of things currently fated:

Sidereal's more than anyone know the power of destiny, and so most sidereal like to effect what simple parts of destiny they can, in order to make sure things go their way. Emerald fancies himself quite the detective and so projects the following Ascending destiny upon himself:

Grace of the lateral mind: The Key
Providences: -1 to the DC for Investigation rolls, +1 success to Investigation rolls, regain 1wp on a successful Investigation roll.
Trigger: Simple - "When faced with a personally effecting mystery that requires more than simple deduction to solve"
Scope: Personal
Duration: 10 years.

= Attributes =

Mental Attributes
Intelligence: 3, Wits: 4, Perception: 4

Physical Attributes
Strength: 1, Dexterity: 5, Stamina: 2

Social Attributes:
Appearance: 2, Manipulation: 4, Charisma: 3

= Abilities =

Athletics: 1, Endurance: 1, Craft: (Dreams) 3, Lore: 4, Awareness: 3, Investigate: 3, Stealth: 3,
Martial arts: 5, Bureaucracy: 4, Larceny: 4, Performance: 4, Occult: 4, Dodge: 7*, Socialise: 3,
Linguistics: 3 (Riverspeak (native), High Realm, Old Realm, Low Realm),

*Item bonuses applied.


Larceny: Gambling +2, Occult: Demons +1,

= Backgrounds =

Savant (2), Sifu (2), Salary (2), Celestial Manse (2), Arsenal (2) - Starmetal hearthstone bracer's, Starmetal Wrackstaff, Tattooed Artefact (1) - Divinity Requisition badge, Backing (1) - Silver Faction, Connections (1) - Forbidden Manse of Ivy, Connections (1) - Silver Pact, Allies (1) - "Smoke drifted dagger"; sidereal chosen of endings.

= Essence and Virtues =

Compassion: 3 / Conviction: 3 / Temperance: 1 / Valour: 2
Willpower: 6

Virtue flaw - Conviction: Dogged determination.
- Emerald will never shrug in the face of duty, especially not if Chejop Kejak or Ingosh Silverclaws are personally involved with the request. He will perform any task or challenge placed upon him by the B.O.D with unflinching attention to the task and to the best of his ability, never failing in the pursuit of his duty. Emerald will volunteer for dangerous field missions and will never back down from related endeavours, unless ordered.
- Partial control: Emerald is without fear, but not without sense. Tactics and planning are allowed from time to time.
- Duration: 1 full day
- Limit break condition: The character is snubbed at work, is given the chance to prove himself to Chejop Kejak, or is denied the chance to excel in his "element"


Rating: 3 = Personal: X / Peripheral: X / Committed: X
Mote regeneration: 8m per hour.

Anima Effect: 10m/6m/1m
For the rest of the scene the sidereal becomes immune to all mind reading and mental attacks, the sidereal and all allies within Essence x10 yards also add their Essence to their MDV for the remainder of the scene, providing they stay within range.

= Status and Equipment =

Emerald often wears and long deep green coat, with suspended brown trousers, an off-Grey shirt, and a clip on black tie. All of which have been billowed out to allow additional freedom of movement. At all times he carries with him; 2 decks of playing cards, a wide variety of dice, a map of creation with 60 seemingly random points plotted, a couple of packs of smokes, and a small packet of some form of hair gel.

Artefacts and tattoo's:

  • Moonsilver tattooed Badge of Divinity requisition: +3 additional successes on any prayer to either gods or other exalts, +7 additional successes when praying to a Specific being (maybe addressed by the title over which their duties extend).
  • Starmetal Wreckstaff: Speed: 4, Acc: +4, Dam: +7L/15B, Def: +3, Rate: 3, Attune: 5
  • Starmetal hearthstone bracers: +3 bonus dodge, grants benefit of heartstone contact, increases the Accuracy and defence of weapons by 1

Heartstone and Manse:

Emeralds Manse is a charming yet sterile, courtyard centred 1 level, square enclosed villa in Yu-shan. Each of the 4 walls which surround the courtyard are in fact a wide series of enclosed section which make up the main bulk of the living quarters, storage, personal and professional space within the manse. His personal quarters and study run parallel to the less spacious Guest quarters, with his library and Dojo (which includes the item storage room and the "containment vault") being at opposite ends of the complex. The central courtyard sits under a grand glass dome which has the constellations traced upon it in moving scales, and is by far the most interesting section of the manse bar none. Not only does it house the grand observatory - an impressive structure onto itself - but it is this central chamber in which reality is not what one might except. Time flows differently, casual interactions can break down or break completely, and it has a faint sense of a dream about it, all seemingly guided by some form of dreaming intelligence… Emerald must return to the manse on the last day of every month in other to recalibrate the observatory.

Manse Points: 9 (rating x2 = 4, +2 Maintenance, +2 Fragility, +1 habitability)
Manse stats: Soak: 6L/9B + 20 health levels

  • Basic properties: The manse is aware who is attuned to it and who is not, basic manse senses and detection, shifting de-core.
  • Well-Favoured: Those attuned gain +1 bonus to all dice pools while within (1 mp)
  • Sympathetic Dream Link: In dreaming, those attuned to the manse may interact and communicate with the manse in various ways, while the manse itself is not intelligent enough to provide full conversation, it can provide symbol messages and warning. The consciousness of the attuned may also be channelled to control the manse (2 mp)
  • Divine observatory: Grants rather direct access to the loom of fate. Those attuned to the manse, while attempting to use sidereal astrology gain 2 bonus successes on all related rolls and reduce the target DC by 1 (3 mp)
  • Wyld Revocation: The Central observatory courtyard of the manse is not technically a real place, much like the inside of a fair folk citadel, whose gossamer construction makes it mutable. Inside such spaces attuned to Sidereal's, the laws of time and space yet also identity… are more fluid and under the will of the attuned (3 mp)
  • Jewel of the Celestial Mandarin: Decreases the needed successes on any social roll with spirits, gods, demons and elementals by 2 (to a minimum of 1)

Other items:

  • Custom buff jacket: as described above, soaks 3L/5B
  • Various gambling devices
  • A map with many seemingly random marks upon it, and a rather tricky number cypher


  • Dodge D.V = 8 (5+7+4/2) **
  • Parry DDV = Varies upon ability.
  • Mental D.V = 6 (8+4/2)
  • Parry MDV = Varies upon ability.

Health and soak:

-0 [ ]/ -1 [ ] [ ] / -2 [ ] [ ] / -4 [ ] / Incap. [ ]

Soak: 4L/6B

*All bonuses already applied.
** Exalts round up

= Charms =

Printer friendly charm index

Martial Arts: Violet Bier of sorrows style & Quicksilver staircase style

Out of caste:

Once there was a maiden who slept…As she slept, she fought and loved and saw the world… and none could awaken her… For in her dreams, she had a lover who truly knew her… though she did not see him… She searched and searched but could not find him…





= Astrology =

Current Paradox score: 0


-The Key: 2 / The Mask: 2 / The Sorcerer: 2 / The treasure trove: 1

= Dice Pool cheat sheet =

  • Martial arts attack: 17/14 (Dex + MA = 10 + staff = 14, if SP +3 = 17)
  • First age tech use: 14/11 (Int + occult = 7 + savant = 11, if SP +3 = 14)
  • Spirit dealings: DC-2 = 11/9 + 4/8 (Manip + Occult/Buer + SP = 9 + Mark [R] = +1 auto success, + heartstone - 2 needed, + additonal SP + 2, if god +3/+7)
  • Weaving fate/pray rolls: DC -3 = 12/9 +3/7 (Dex + Perform = 9, if SP + 3 = 12, with prayer strip DC - 3, + tattoo +3/+7 automatic successes)
  • Loom searching: 14/11 + variables (Per + invest = 7, + SP + 3 = 10 + HS = 14, + variables detailed)
  • Ducking fate: 17/12 (Dex + dodge = 12 + with additional Stunt +2, if SP +3 = 17)
  • Gambing: 15/10 (Manip + Lar + SP = 10, additonal stunt + fate manip + additonal SP = 15)
  • Detecting liars: 10 (Percep + Soc + SP = 10)
  • lying: 10 (Man + soc + SP = 10)

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