Reinhart (character sheet)
compared to Reinhart (character sheet)
No description given on setting page.
Played by Jakondite..
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Character sheet
[letter:console]
Path: Thyrsus \\ Order: Free Council \\ Concepts: The Ship's Best Friend \\ Dedicated Magical Tool: Sonic screwdriver (Wand)
Quote: "It's not just a hunk of metal. She's a living, breathing organism. She has beating heart and a soul, and when she hurts she cries. Listen - can't you hear her?"
|| Intelligence 4,|| :4: || Strength || :2: || Presence || :3: ||
|| Wits || :3: || Dexterity || :2: || Manipulation || :3: ||
|| Resolve || :3: || Stamina || :3: || Composure || :3: ||
|| Mental || Skills || Physical || Skills || Social || Skills ||
|| Academics || :2: || Athletics || :1: || Animal Ken || :0: ||
|| Computer || :2: || Brawl || :0: || Empathy || :2: ||
|| Crafts || :4: || Drive || :1: || Expression || :1: ||
|| Investigation || :0: || Firearms || :1: || Intimidation || :0: ||
|| Medicine || :1: || Larceny || :1: || Persuasion || :2: ||
|| Occult || :1: || Stealth || :0: || Socialize || :1: ||
|| Politics || :0: || Survival || :0: || Streetwise || :0: ||
|| Science || :5: || Weaponry || :0: || Subterfuge || :1: ||
Specialties \\ Crafts (Spacecraft, Rote) \\ Science (Engineering, Rote) \\ Empathy (Spirits) \\ Persuasion (Rote)
Merits
High Speech 1, Area of Expertise (Engineering) 1, Interdisciplinary Specialty (Engineering) 1, Taste (Engineering) 1, Techne (Engineering) 2, Familiar (D1G1) 2, Occultation 2, Contacts (Pilots, Ship Spirits 2), Fixer 2, Status (Free Council) 3, Resolve 3 \\ Strength 2, Dexterity 2, Stamina 3 \\ Presenceurces 3, Manipulation 3, Composure 3
Mental: Academics 2, Computer 2, Crafts Professional Training 5, Pusher 1
Gnosis: 4 (Spacecraft, Rote), Medicine 1, Occult 1, Science 5 (Engineering, Rote) \\ Physical: Athletics 1, Drive 1, Firearms 1, Larceny 1 \\ Social: Empathy 2 (Spirits), Expression 1, Persuasion 2 (Rote), Socialize 1, Subterfuge 1
Merits: High Speech 1, Area of Expertise (Engineering) 1, Interdisciplinary Specialty (Engineering) 1, Taste (Engineering) 1, Techne (Engineering) 2, Familiar (D1G1) 2, Occultation 2, Contacts (Pilots, Ship Spirits 2), Fixer 2, Status (Free Council) 3, Resources 3, Professional Training 5, Pusher 1
Gnosis: 4/11 \\ Arcana: Life 1,:1: Spirit 3,:3: Matter 3:3: \\ Praxes: Summon Spirit, Command Spirit \\ Attainments: Listening to the Whispers, Command the Inanimate, Shephard of the Craft \\ Rotes: Gossamer Touch (Crafts), Shaping (Crafts), Alchemist's Touch (Crafts)
Obsessions \\ Gain the trust of the ship \\ Pending
Aspirations \\ Pending \\ Pending \\ Pending
Nimbus
Long Term - The longer he stays, the more things come alive. Everything begins to gain sentience, to grow and awaken and develop a personality of it's own. Doors open at just the right time. The ship groans to let you know it's hungry. A computer starts shuts down when you rage at it in frustration.
The Immediate Nimbus - A heartbeat can be felt in anything that you touch. It may be a gentle pulse, or racing in agitation but it's unmistakably a heartbeat, or a number of heartbeats. Everything seems to pulse to the rhythm of the heartbeat drum, and the sensation that there is more around you than you could ever be aware of fills the air.
Signature Nimbus - The residue of the magic which emanates from him feels, in it's own way, alive. It's warm, and wet, and feels like it pulses faintly.
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Experience - 50
Intelligence 4 \\ Resolve 4 \\ Stamina 4 \\ Science 2 \\ Crafts 2 \\ Matter 4 \\ Gnosis 15 \\ Resources 3 \\ Professional Training 2 \\ Legacy Attainments 1 \\ Interdisciplinary Spec 1 \\ Area of Expertise 1 \\ Automotive Genius 1 \\ Taste 1 \\ Status 2 \\ Fixer 2 \\ Pusher 1
[letter:holo]
D1G1 "Digi" \\ Power :1:, Finesse :5:, Resistance :2: \\ Corpus: 4, Willpower: 7, Initiative: 7, Defense: 5, Speed: 16, Size: 2 \\ Language: Beep-Boo \\ Ban: Lose all willpower if subjected to electromagnetic pulse. \\ Bane: Water (Large Quantities - light rain not an issue, heavy rain yes) \\ Influence: Machines 1 \\ Numina: Left Handed Spanner, Speed, Innocuous[/letter]
[letter:holo]
Professional Training (Engineer) \\ Asset Skills: Crafts, Science, Persuasion \\ Contacts: Ship Devices, Mechanic Crew \\ 9-Again on Asset Skills \\ Can Spend Willpower for Rote Actions on Asset Skills
Nimbus
Long Term - The longer he stays, the more things come alive. Everything begins to gain sentience, to grow and awaken and develop a personality of it's own. Doors open at just the right time. The ship groans to let you know it's hungry. A computer starts shuts down when you rage at it in frustration.
The Immediate Nimbus - A heartbeat can be felt in anything that you touch. It may be a gentle pulse, or racing in agitation but it's unmistakably a heartbeat, or a number of heartbeats. Everything seems to pulse to the rhythm of the heartbeat drum, and the sensation that there is more around you than you could ever be aware of fills the air.
Signature Nimbus - The residue of the magic which emanates from him feels, in it's own way, alive. It's warm, and wet, and feels like it pulses faintly.
Experience - 50
Intelligence 4 \\ Resolve 4 \\ Stamina 4 \\ Science 2 \\ Crafts 2 \\ Matter 4 \\ Gnosis 15 \\ Resources 3 \\ Professional Training 2 \\ Legacy Attainments 1 \\ Interdisciplinary Spec 1 \\ Area of Expertise 1 \\ Automotive Genius 1 \\ Taste 1 \\ Status 2 \\ Fixer 2 \\ Pusher 1
D1G1 "Digi" \\ Power 1, Finesse 5, Resistance 2 \\ Corpus: 4, Willpower: 7, Initiative: 7, Defense: 5, Speed: 16, Size: 2 \\ Language: Beep-Boo \\ Ban: Lose all willpower if subjected to electromagnetic pulse. \\ Bane: Water (Large Quantities - light rain not an issue, heavy rain yes) \\ Influence: Machines 1 \\ Numina: Left Handed Spanner, Speed, Innocuous[/letter]
[letter:holo]
Attainments
First Attainment: Listening to the Whispers \\ Prerequisite: Initiation (Matter 2, Spirit 1, Persuasion 2, Craft 1) \\ The attainment an animist learns is the most important one - the ability to converse and hear the spirits of objects. This attainment emulates the spell "exorcists eye", allowing them to see and converse with the spirits of objects around them.
By having a conversation with a tool, the Animist learns so much about it that they can easily fix any problem it might have and use it with a facility few could master. This works similar to the spell "craftsman's eye" as though the mage had spent reach for additional understanding. This allows the mage to gain 8-again to the use of any object he's gained a rapport with, as well as learn passcodes, safe combinations, and puzzle solutions from the object.
Second Attainment: Commanding the Inanimate \\ Prerequisites: Matter 2 \\ At this level, the lord may go beyond learning of an object to better use it, straight to charging it to use itself. With a presence + persuasion roll, the lord emulates the "Remote Control" effect, with reach spent to instant actions and to permit complex actions.
Optional: Spirit 2 \\ At this level, the difference between physical matter and spiritual matter is nothing to the eyes of the Lord of the Inanimate. They may now spend a mana instead of a reach to use the advanced duration on any spirit spells. Additionally, this attainment benefits all of the lord's attainments - providing they utilize either matter or spirit.
Third Attainment: Shepherd of the Craft \\ Prerequisite: Matter 3 \\ Lords of the Inanimate learn to sufficiently control and affect non-living matter so they can bolster and aid the spirits of objects and thus repair any broken object or device. This spell works similar to "Nigredo and Albedo", except that it only repairs objects.
Optional: Spirit 3 \\ The mage can awaken the spirits within objects, giving them purpose, sentience, and familiarity. This attainment has two uses - the first is an emulation of the spell Rouse Spirit, specific to spirits of objects in hibernation. The second is to empower the motes of spirits with will and sentience beyond the norm, "waking" an objects spirit to give it sentience. The spirit remains sentient for a duration determined by this attainment, and may gain a bonus or penalty to it's equipment, weapon, or armor rating equal to the potency of this spell (to a maximum of 5 in either direction), depending on whether or not the spirit 'likes' it's user or how it is being used.
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