Kleirich von Zefrad

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KleirichvonZefrad5.png

Name: Kleirich von Zefrad
Player: Obsidian Overlord
Caste: Twilight
Concept: Mad Scientist
Motivation: Rediscover the lost works of Autochthon
Anima: Lightning-Spewing Machinery

Contents

[edit] Attributes

PHYSICAL
Strength: 2
Dexterity: 3
Stamina: 2

SOCIAL
Charisma: 2
Manipulation: 4
Appearance: 3

MENTAL
Perception: 3
Intelligence: 4
Wits: 4

[edit] Abilities

DAWN

  • Archery: 3(Magitech +2)
  • Martial Arts: 2

Melee:
Thrown:
War:

ZENITH

  • Integrity: 2

Performance: 2

  • Presence: 2

Resistance: 1
Survival:

TWILIGHT

  • Craft(Fire; Air, Earth): 2
  • Craft(Magitech): 4
  • Investigation: 2
  • Lore: 4
  • Medicine:
  • Occult: 2

NIGHT
Athletics: 2
Awareness: 3

  • Dodge: 3

Larceny:
Stealth:

ECLIPSE
Bureaucracy:
Linguistics: 3(Airtongue; Earthtongue, Old Realm, Rocktongue)
Ride: 1
Sail: 1
Socialize:

[edit] Advantages

BACKGROUNDS
Artifact 3(Bracers of Universal Crafting)
Artifact 2(Storm Wand)
Artifact 2(Orichalcum Skin-Mount Amulet)
Manse 3(Gemstone of Puissant Artifice; +3 dice to artifact-based Craft rolls)
Resources 3
Savant 2

CHARMS
First Archery Excellency
Essence Arrow Attack(Righteous Judgement Arrow)
Third Dodge Excellency
Shadow Over Water
Third Integrity Excellency
Second Presence Excellency
Second Craft Excellency
Craftsman Needs No Tools
Second Lore Excellency
Ox-Body Technique

COMBOS

SPELLS

VIRTUES
Compassion: 2
Conviction: 3
Temperance: 1
Valor: 3

VIRTUE FLAW: Mad Genius Obsession; see below
LIMIT: 0/10
WILLPOWER: 6/6
INTIMACIES: Science!, Autochthon

ESSENCE: 3
Personal: 15/15
Peripheral: 31/31(36)
Skin-Mount: 6/6
Committed: 5

[edit] Combat

JOIN BATTLE: 7

WEAPONS
Storm Wand
Speed 5, Accuracy 10, Damage 10L/15B*, Rate 2, Range 60/100 Cost 2m/attack

  • piercing

Punch
Speed 5, Accuracy 6, Damage 2B, Parry DV 4(7), Rate 3

Kick
Speed 5, Accuracy 5, Damage 5B, Parry DV 2(3), Rate 2

DODGE DV: 5(9)
MENTAL DODGE DV: 6(12)

SOAK
1L/2B

HEALTH
-0/-1/-1/-1/-2/-2/-2/-2/-4/Inc

-0:[]
-1: [][][]
-2: [][][][]
-4: []
Inc: []
Dying: [][]

[edit] Experience

Banked: 0
Spent: 15
Total: 15

PURCHASES
Martial Arts: 1>2 = 1
Performance: 1>2 = 2
Investigation: 1>2 = 1
Athletics: 1>2 = 2
Resources 2>3 = 3
Savant 2 = 6

[edit] Character Info

Conviction Flaw - Mad Genius Obsession
Kleirich's dedication to intellectual pursuits throws him into a frenzy of erratic behavior and fixation on scientific pursuits. He loses all concern for the safety of himself and others in his madness, and will remove any obstacles to his goals by whatever means necessary without hesitation.
Partial Control: Kleirich can direct his efforts to any task, including those unrelated to science or knowledge, and can refrain from indiscriminately destroying things that hinder him, but he still acts manic and deranged.
Duration: One full day
Limit Break Condition: When he is confronted with a unique or extremely interesting form of craft or knowledge and is prevented from studying it.

Storm Wand(Artifact 2)
Repair: 2
Kleirich's first creation that spurred his Exaltation, The storm wand consists of a metal rod less than two feet long, topped with a clear blue crystal. This magitech weapon combines elements from lightning ballista and power maces, resulting in a handheld weapon that, while it has a significant decrease in power from a lightning ballista and is ineffective as a melee weapon(treat as a stick, Scroll of the Monk p. 155), retains its armor-piercing capabilities and adds the non-lethal attack option of a power mace.

Speed: 5, Accuracy: +2, Damage: 10L/15B, Rate: 2, Range: 60/100, Cost: 2 motes/attack, Minimums: Str 1, Attunement: 5, Tags: P

MANSE
Level 3; Solar Manse; Powers: Magical Conveniences 1, Master's Workshop Manse(Air, Fire, Water) 2, Workshop Manse(Magitech) 3
Near the coast of the Inland Sea, to the south of Ondar Shambal, lies an old, but still impressive tower. The octagonal, six-tiered pagoda is crafted predominantly of white marble and surrounded by a courtyard enclosed by an eight-sided wall encircling the compound. The exterior of the manse is covered in creeping vines and debris, and the grounds are overgrown from a lack of upkeep, but inside, everything is pristine and running like clockwork. The bottom tier holds a grand foyer, impressive but currently bare of furnishing and decoration, as well as the various rooms and amenities with which one can entertain and accomodate guests comfortably. The next four tiers, however, accessible by the central spiral stairway and lift, each holds a well-stocked, self-maintaining workshop. The first and most extensive laboratory is geared towards the construction of magitech, but each of the higher tiers contain workshops more than suitable for numerous other crafts, both magical and mundane. The highest tier is devoted to the owner's personal quarters, with an exterior balcony to look out over the surrounding countryside from, and the hearthroom sequestered away in the cupola at the very top, the Solar Essence the manse channels naturally rising to the highest point of the manse, closest to the Sun.

APPEARANCE
Kleirich is a young man whose Northern blood is strongly evident. His skin is pale, as much from spending most of his time sequestered away in a workshop as from his heritage. His hair is is a pale blonde, and he keeps it cut short so it doesn't get in the way while he's working. His eyes are a bright, sharp blue, reminiscient of glacial ice or blue jade. His features are fair and somewhat angular, and his build is slender but still well-toned. While otherwise devoid of piercings or tattoos, he does have two rather significant pieces of body modification. Each wrist has a two-inch wide band of green jade grafted directly into the flesh, with orichalcum Essence circuitry tracing along the jade's surface and going the adjacent skin. Additionally, an orichalcum hearthstone socket has been attached directly to his chest just below his collarbone, and in it is set a brilliant red jewel. When he's not in a protective labcoat or some other work-related garments, he dresses as well as his means allow. Typically, he wears a crisp white shirt with a dark grey waistcoat over it, with long black pants and black leather boots, a long white coat that reaches down to his ankles over all this.

PERSONALITY
Kleirich generally tries to affect an air of composure and competence, but it doesn't hold up very well under pressure. He has something of an insecurity issue that urges him to constantly prove his skill and intelligence whenever possible. He also has trouble keeping his temper when he's being underestimated or belittled, and when he's thoroughly pressed, he's prone to going off on tirades or doing something dangerous to prove himself. Despite his aptitude for Essence-empowered persuasion, he has difficulty with normal interactions with other people, partly due to a lack of experience with social interaction, and partly due to his tendency to obsess over intellectual pursuits and get lost in his own train of thought, ending up muttering to himself about some device he's putting together in his mind or something like that. He also has a tendency towards intellectual elitism, and often assumes people won't understand what he's doing or thinking about, not because of any disdain for other people, but because he's used to it happening a lot thanks to his Essence-fueled intellect. When he does meet someone who can understand things as well as he does, he's usually overjoyed and tries to pull them into whatever he's concocting at the moment, sometimes being a little too zealous at being able to work with a kindred spirit.

BACKSTORY
Kleirich was born in the city of Three-Force Mesa, an industrial complex which had been turned towards churning out weapons of war by the time he had come of age, and began work as a sorcerer-assistant for the Dragon-Blooded foremen. Although he'd been gifted with enlightened essence, and had a natural inclination towards thaumaturgy and artifice, his status as a mortal meant his chances for advancement beyond assisting Terrestrial Exalted or performing routine maintenance were severely limited. Nevertheless, he was determined to prove himself, and often spent his free time poring over magitech weaponry schematics to find some way to improve on them.

Eventually, Kleirich came up with the idea of miniaturizing the mechanisms of a lightning ballista using principles used in the construction of power maces to create a hand-held version. But when he brought the concept up with his Dragon-Blooded superior, he was rebuffed out of hand, and told to focus on tasks more fitting for a mortal. Seething with indignation, he vowed that he would show that, mortal or not, he was not someone who they could simply dismiss. Luckily, he didn't have to worry about his mortal status causing people to underestimate him for much longer. That night, Kleirich stole into a workshop and began to work on his storm wand. He worked all through the night, long after the lights had been shut down, for without his notice, he had begun producing his own golden light from the half-filled circle that had been stamped on his brow. With essence-bolstered brilliance and efficiency, magnified by the experience of Exaltation, he completed his storm wand in a single night, and was ready to present it to the Dragon-Blooded that was no longer superior to him. At first, the Terrestrial started to dismiss him once more, but was quick to admit his mistake and beg forgiveness after Kleirich, still in the throes of brilliance-induced madness, demonstrated the efficacy of his creation on the Dragon-Blooded, as well as the strength of his now-Essence-empowered force of personality.

After correcting his once-subordinate, he regained a measure of sanity and realized what had happened to him. He quickly decided that it would be best for him to resign before the Night Sky Regime or the mad God-Kings took notice of him. He appropriated a few artifacts from the storehouse and fled Three-Force Mesa, heading for the coast. He hid out in a defunct workshop manse, which didn't stay defunct for long once he applied his new powers to his rudimentary knowledge of geomancy. It wasn't long after when he began remembering fragments of his past lives. Images of his monstrousity during previous incarnation cemented his belief that the God-Kings were not to be trusted more than anything his previous labors building their weapons of mass destruction indicated. Even older memories reached back almost to the Primordial War, when the earliest incarnations of the Copper Spiders were tutored directly by Autochthon himself. The vague memories of the unfathomable wonders the Great Maker enticed him terribly, remembering what they were capable of but not HOW. He quickly became obsessed with recovering these ancient methods, many of which had been lost in the attempted Usurpation and even earlier, and likely would have set out on his own in search of them, had he not been discovered at that point.

Luckily, it was neither the Night Sky Regime or the God-Kings who found him, but agents of the Rebellion. In speaking with them, he found their motives compatible with his own, returning the Celestial Host to the way it was before the Solar Exalted became Anathema, and drove the Mountain Folk and the Great Maker into seclusion. He agreed to aid them in their struggles to reclaim the Blessed Isle, and soon set off to Meru to meet with his fellows, and arm them with the wonders of the Great Maker.

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