(OOC) Character sheet
Sep. 19th, 2012 12:50 amBecause I made one and because I can.
Aspect 1
Persona 4
Treasure 0
Aspect is the measure of a Power's superhuman physical or mental capabilities, while Persona is a measure of their ability to bring things into and out of their affinity -- or pseudoEstate, in a Deceiver's case. The latter comes down to making things "like" or "unlike" his pState, changing the way something relates to his pState, or doing a few other miscellaneous tricks. Treasure is a measure of a Power's ability to claim and wield things or people, making them part of their legend.
Aspect 1 means that Gerian is just a little bit superhuman; better than he should be at pretty much everything, but nothing special by divine standards. Persona 4, on the other hand, means that he can freely apply properties of his Estate to anything he wants, or, with a little effort, remove those properties or change the way they express in something. He can make someone "ephemeral and fleeting", with usually fatal results, or enchant them to be "unable to be denied" and "compelling beyond reason" to pump their social stats to divine levels.
Treasure is Gerian's weakest stat but it's also kind of important; it affects his relationships with his proteges. If he claims them as Anchors (and he almost certainly will), they'll be able to communicate with them from anywhere, automatically. Likewise, by spending two TMP (of which he has five, regaining one per post he's in, more or less), he can act with them, wielding his power in concert with their actions. (One TMP lets him possess them but the likelyhood he'll do this is incredibly remote.)
Afflictions:
I only lose when it’s dramatically appropriate (3)
I take advantage of narrative causality, unless I want to subvert it (3)
I see the truth of things (3)
Afflictions are pseudo-powers or restrictions that are always on. They take a level of direct effort to overcome for divine beings, and mortals are helpless before them. Gerian's case, it covers his narrative causality -- his ability to boost himself in dramatic situations and act or appear with dramatic timing -- is covered, as well as his power to look at something and see the underlying "truth" of it. The first affliction is more flexible; "dramatically appropriate" basically means you have to put in some effort to arrange a situation in which it's dramatically appropriate for him to lose, or override it directly with divine power.
Bonds:
I must give everyone a chance to show their character (1)
I’m driven to learn the truth beneath everyone (2)
I feel responsible for my protoges and want to guide them to fulfillment (1)
Bonds are things Gerian must do or is driven to do; he has to give people chances and try to learn what makes them tick. He gets bonuses when he does this and it hurts him when he doesn't. In particular, he has a Bond to his proteges, which will let him claim them as Anchors.
Skills and Passions:
Superior Sorcery (3)
I want to understand the world so I can replace it (2)
Storytelling (2)
Physics and metaphysics (1)
The only interesting thing here, really, is Superior Sorcery, which means Gerian incidentally has a great mastery of mortal magic. It's a flexible toolkit for him, but nothing that can go against a god -- unless he enchants it with his pState.
Gifts:
Durant (Lesser Preservation of Self) Gerian is extremely difficult to kill or injure.
Voidwalking (Lesser Creation of Pathways) Gerian can create pathways through unbeing when he wants them. These are actual doors he can take people through, but he can'tbreak the Auctoritas of a Chancel use them to get anywhere that's sealed off with divine power.
Elusive (Lesser Preservation of Self) Basically Durant for non-physical effects.
pState: The Tales of Gerian ut Nashad
* make themselves true
* burn in the mind
* lead to revelation
* cannot be denied
* are ephemeral and fleeting
* are compelling beyond reason
* end as they should
Most nobles have an Estate -- a concept like Light or Numbers or Toys that they rule over. Deceivers instead have a pState, which acts like a very personal, very narrow Estate. Note that anything that fits all these properties is, by definition, part of his pState, and it doesn't include as part of the definition "are stories Gerian ut Nashad tells". He has to use his Persona attribute to make something part of his pState under normal circumstances, even if they're stories he tells -- but he's not limited to stories he tells. He can make anything part of the story he's telling the world, which will eventually end, as it should.
Aspect 1
Persona 4
Treasure 0
Aspect is the measure of a Power's superhuman physical or mental capabilities, while Persona is a measure of their ability to bring things into and out of their affinity -- or pseudoEstate, in a Deceiver's case. The latter comes down to making things "like" or "unlike" his pState, changing the way something relates to his pState, or doing a few other miscellaneous tricks. Treasure is a measure of a Power's ability to claim and wield things or people, making them part of their legend.
Aspect 1 means that Gerian is just a little bit superhuman; better than he should be at pretty much everything, but nothing special by divine standards. Persona 4, on the other hand, means that he can freely apply properties of his Estate to anything he wants, or, with a little effort, remove those properties or change the way they express in something. He can make someone "ephemeral and fleeting", with usually fatal results, or enchant them to be "unable to be denied" and "compelling beyond reason" to pump their social stats to divine levels.
Treasure is Gerian's weakest stat but it's also kind of important; it affects his relationships with his proteges. If he claims them as Anchors (and he almost certainly will), they'll be able to communicate with them from anywhere, automatically. Likewise, by spending two TMP (of which he has five, regaining one per post he's in, more or less), he can act with them, wielding his power in concert with their actions. (One TMP lets him possess them but the likelyhood he'll do this is incredibly remote.)
Afflictions:
I only lose when it’s dramatically appropriate (3)
I take advantage of narrative causality, unless I want to subvert it (3)
I see the truth of things (3)
Afflictions are pseudo-powers or restrictions that are always on. They take a level of direct effort to overcome for divine beings, and mortals are helpless before them. Gerian's case, it covers his narrative causality -- his ability to boost himself in dramatic situations and act or appear with dramatic timing -- is covered, as well as his power to look at something and see the underlying "truth" of it. The first affliction is more flexible; "dramatically appropriate" basically means you have to put in some effort to arrange a situation in which it's dramatically appropriate for him to lose, or override it directly with divine power.
Bonds:
I must give everyone a chance to show their character (1)
I’m driven to learn the truth beneath everyone (2)
I feel responsible for my protoges and want to guide them to fulfillment (1)
Bonds are things Gerian must do or is driven to do; he has to give people chances and try to learn what makes them tick. He gets bonuses when he does this and it hurts him when he doesn't. In particular, he has a Bond to his proteges, which will let him claim them as Anchors.
Skills and Passions:
Superior Sorcery (3)
I want to understand the world so I can replace it (2)
Storytelling (2)
Physics and metaphysics (1)
The only interesting thing here, really, is Superior Sorcery, which means Gerian incidentally has a great mastery of mortal magic. It's a flexible toolkit for him, but nothing that can go against a god -- unless he enchants it with his pState.
Gifts:
Durant (Lesser Preservation of Self) Gerian is extremely difficult to kill or injure.
Voidwalking (Lesser Creation of Pathways) Gerian can create pathways through unbeing when he wants them. These are actual doors he can take people through, but he can't
Elusive (Lesser Preservation of Self) Basically Durant for non-physical effects.
pState: The Tales of Gerian ut Nashad
* make themselves true
* burn in the mind
* lead to revelation
* cannot be denied
* are ephemeral and fleeting
* are compelling beyond reason
* end as they should
Most nobles have an Estate -- a concept like Light or Numbers or Toys that they rule over. Deceivers instead have a pState, which acts like a very personal, very narrow Estate. Note that anything that fits all these properties is, by definition, part of his pState, and it doesn't include as part of the definition "are stories Gerian ut Nashad tells". He has to use his Persona attribute to make something part of his pState under normal circumstances, even if they're stories he tells -- but he's not limited to stories he tells. He can make anything part of the story he's telling the world, which will eventually end, as it should.