https://www.oakthorne.net/wiki/api.php?action=feedcontributions&user=Gyffes&feedformat=atomOakthorneWiki - User contributions [en]2024-03-28T13:19:47ZUser contributionsMediaWiki 1.33.1https://www.oakthorne.net/wiki/index.php?title=Dark_Room_Khamphong_King&diff=65932Dark Room Khamphong King2022-10-22T02:50:38Z<p>Gyffes: </p>
<hr />
<div>{{CoDMageCharacterSheet<br />
|Image=[[Image:Khamphong.jpg|center|350 px]]<br />
|CharacterName=Khamphong "Rose" King<br />
|Virtue=Good Samaritan<br />
|Vice=Rebellious<br />
|Aspirations=*Understand the Greenhouse, Raid Aegis Kai Doru Compound, *Rescue Alie and Nancy, *Learn about Mage Society<br />
|Path=Thyrsus<br />
|Order=x<br />
|Cabal=x<br />
|Obsessions=[[Portland in Shadow|Spirit map of Portland]], Understand my Destiny<br />
|Intelligence=3<br />
|Wits=2<br />
|Resolve=2<br />
|Strength=3<br />
|Dexterity=3<br />
|Stamina=4<br />
|Presence=2<br />
|Manipulation=1<br />
|Composure=3<br />
|MentalSkills=Academics 1, Crafts 1, Medicine 4 (Veterinary), Occult 3, Science 1<br />
|PhysicalSkills=Athletics 3, Brawl 2, Survival 2, Weaponry 4 (Knife; Spear; Staff)<br />
|SocialSkills=Animal Ken 3 (Wild), Empathy 1, Expression 1, Intimidation 1, Persuasion 1<br />
|MentalMerits=Area of Expertise (Knife; Spear; Staff), Favored Weapon (Dad's Ka-bar) (••), Holistic Awareness (•), Language (Vietnamese) (•), Language (French) (•), Object Fetishism (•)<br />
|PhysicalMerits=–<br />
|SocialMerits=–<br />
|CombatMerits=Armed Defense (•••••), Defensive Combat (Weaponry •), Spear and Bayonet (•••), Staff Fighting (••••)<br />
|AwakenedMerits=Destiny (•••), Familiar (••), Fetish: Snowdrop (••), (High Speech (•), Occultation (•), Shadow Name (••), The Dark Room (•)<br />
|Health=9<br />
|Willpower=5<br />
|Wisdom=7<br />
|Size=5<br />
|Speed=10<br />
|Defense=7<br />
|Armor=0<br />
|Initiative=6<br />
|Gnosis=1<br />
|Mana=10<br />
|Yantras=2<br />
|RitualInterval=3 Hours<br />
|ArcanaLimits=3/2<br />
|Paradox=1<br />
|CombinedSpells=1<br />
|ObsessionsNumber=1<br />
|Arcana=Life 2, Prime 2, Spirit 2<br />
|Rotes=0<br />
|Praxes=Speak with Beasts (Life 1), Sacred Geometry (Prime 1)<br />
|MagicalTools=x<br />
|Attainments=• '''Counterspell:''' Life & Spirit<br>• '''Improved Pattern Restoration:''' Heal bashing damage by spending 1 mana or lethal damage by spending 2. May scour Physical Attribute ratings without lowering derived Traits as a result.<br>• '''Life Armor:''' Add half [Life] to armor and Defense. Use higher of Wits and Dexterity as Defense.<br />
|NimbusTilt={{Tilt-Terror of the Huntress}}<br />
|MageSight={{MageSight-Thyrsus}}<br />
|Legacy=None<br />
|LegacyRulingArcanum=–<br />
|LegacyAttainments=–<br />
|LegacyYantras=–<br />
|LegacyOblations=–<br />
|Conditions=x<br />
<br />
}}<br />
__NOTOC__<br />
<br />
==Background==<br />
'''Age:''' 28<br><br />
Khamphong was born to a Vietnamese mother, and an American father in 1957. Her father was part of the Military Assistance Advisory Group, who were sent as the first wave of American involvement in the Vietnam Conflict in 1955. He was to train the Army of the Republic of Vietnam, as well as relieve the French of their military involvement in the area, as they had to be out of Vietnam in the following year, as per the Geneva Conference. <br />
===Downtime Life===<br />
* '''1976:''' Events of [[Maple Shade]], begins to investigate the disappearance of her father. Discovers he basically abandoned the family. Rose begins to work with Aegis kai Doru, and Shirley joins the hunt as well.<br />
* '''1977:''' Lori files for divorce after Rose finds out about her husband. She begins to go attend temple again with Mary. Rose and Shirley begin to travel further afield on the West Coast, hunting for the Aegis. They maintain a cover identity as a punk band.<br />
* '''1978:''' Holly marries a good Vietnamese boy from temple, and a huge wedding is thrown, to Grandmother's delight. Holly moves in with him and is rarely heard from.<br />
* '''1979:''' Lori meets Leonard "Lennie" Marfield at temple and the two begin dating, much to Rose's horror. Huntress - the band and team of hunters - is formed.<br />
* '''1980:''' Lori and Lennie marry. Grandmother dies. Shortly thereafter, Mt. St. Helens erupts. Tammy disappears shortly thereafter, though she calls from LA, where she is pursuing modeling and acting. Lisa moves in with Viv for a short period of time, who helps her enroll in an art university in San Francisco.<br />
* '''1981:''' x<br />
* '''1982:''' Tammy moves to Reno and establishes herself as an entertainer and entrepreneur.<br />
* '''1983:''' x<br />
* '''1984:''' x<br />
<br />
==Rumors==<br />
* <br />
<br />
==Personality==<br />
* '''Virtue:''' ''Good Samaritan''. Regain all spent Willpower when you stop everything you're doing to help someone else in their time of need, to the possible detriment of yourself.<br />
* '''Vice:''' ''Rebellious''. Regain one spent Willpower when you take an action in direct opposition of what you're told to do.<br />
<br />
* '''Aspirations:''' <br />
** <br />
** <br />
** <br />
** <br />
** <br />
<br />
* '''Integrity: 7'''<br />
* '''Breaking Points:'''<br />
** What is the worst thing your character has personally done? <br />
** What is the worst thing your character can imagine themselves doing?<br />
** What is the worst thing your character has experienced that someone else has done?<br />
** What has your character forgotten?<br />
** What is the most traumatic thing that's ever happened to your character?<br />
<br />
===Equipment===<br />
* '''Possessions''' <br />
**1969 Black Subaru Sambar Van<br />
* '''Armor'''<br />
**SCA Heavy Fighting Armor (Rat 3/2, Str 3, Defense -2, Spd -3) [Torso, Arms]<br />
**Helmet (Rat 2/1, -1 to sight- and hearing-based Perception rolls.) [Head]<br />
**Riot Gear (3/5, Str 2, Def -2, Spd -1) [Torso, Arms, Legs]<br />
* '''Weapons''' <br />
**SCA Heavy Fighting Spear (Dam +1, Init -1, Str 2, Size 4) [Knockdown, Reach, Two-Handed]<br><br />
**SCA Heavy Fighting Sword (Dam +2, Init -2, Str 2, Size 2) [Stun]<br />
**Spear (Dam +2, Init -2, Str 2, Size 4) [Reach, Two-Handed]<br> <br />
**Large Shield (Dam +2, Init -4, Str 3, Size 3) [Concealed]<br> <br />
**Dad's Ka-Bar (Dam +1, Init -1, Str 1, Size 2) [Enhance: Crafts or Survival]<br><br />
* '''The Caller's Wand:''' ''Path Tool''. A wand wrought of kassiterum, in the shape of spiralling vines. +1 Path Tool Yantra, +2 on summoning spells. Touching an ephemeral entity with it causes the loss of 1 Essence.<br />
* '''The Puffball Stone:''' ''Grimoire ••''. A rough stone covered with small puffball fungi. When eaten, causes hallucinogenic experience that inflicts the Insensate Tilt for one hour (except that you can take spellcasting actions). The trip reveals the four rotes contained within this "grimoire" – in order to benefit from spellcasting rotes, must be tripping. If you ever spend Merits on purchasing the grimoire, you can use this drug without gaining the Insensate Tilt, and in fact being high while using it counts as a +1 environmental Yantra. Produces one dose per day, maxing out at 8 doses; a harvested dose lasts 24 hours before going bad. ''Rotes:'' Body Control (Life •• + Survival), Mutable Mask (Life •• + Empathy), Many Faces (Life ••• + Athletics), Transform Life (Life ••• + Medicine)<br />
* '''Griefwort:''' ''Healing Herb''. A unique plant that functions well for healing both mundane and magical. A character is treated as though they had the Holistic Awareness Merit if they have any doses of griefwort, and characters with that Merit may use a dose of griefwort to gain a +2 equipment bonus to Medicine checks with it. It may also be used as a +2 sacrament Yantra for spells that heal or strengthen the physical body in some way. The patch of griefwort has up to 12 doses at a time, regaining 1d10 doses per week; a harvested dose lasts one week before going bad.<br />
* '''The Font Tree:''' ''Locus •''. A tree that seems to have grown up around a spring of water, forming a pool in the "well" in the trunk. This is a one-dot locus with a Vibrance Resonance, generating 3 Essence per day.<br />
* '''Other Notes:'''<br />
<br />
===Relics===<br />
* '''''Snowdrop'' (••):''' An ancient weapon wielded by Vietnamese Buddhist sages who fought witches and shapeshifters. Like the snowdrop that hides beneath the snow, waiting to pop up to herald the spring, this blade hides itself from those seeking it. Snowdrop has been a familial relic in Rose's mother's family for generations.<br />
** '''The Hidden Blossom:''' Those who are not looking for a weapon explicitly simply miss seeing it entirely, their gaze passing over it. If someone is actively searching for the blade (visually or by a pat-down), it inflicts a -3 penalty to their attempts to do so.<br />
** '''The Blossom in Spring:''' Though it seems to be a slightly strange spade-headed dagger most of the time, like the snowdrop popping up through the snow, this blade's wooden hilt can be commanded to extend into a full spear! Spend 1 Willpower to turn it from a knife into a spear. Use the normal traits for each.<br />
<br />
===Conditions===<br />
*xxx<br />
<br />
==Merit Details==<br />
* Retainer (••••): Shirley Slaughter (Street Kid)<br />
* Area of Expertise (Spear)<br />
* Language (Vietnamese): Character can speak, read, and write in Vietnamese.<br />
* Language (French): Character can speak, read, and write in French<br />
* Weapon and Shield <br />
**Shield Bash (•): Your character slams her shield into an oncoming opponent, disrupting his attack. When Dodging add her shield’s Size to her pool. If she reduces an opponent’s attack successes to 0 then any additional successes inflict bashing damage.<br />
**Boar's Snout (••): Your character throws everything into a forward charge, trusting in her shield to protect her. Using a weapon and shield, your character can all-out attack and retain her shield’s Size bonus to Defense for the turn. If this maneuver is used the same turn by other allies with shields, then add an additional +1 to Defense for each.<br />
**Pin Weapon (•••): Your character uses her shield to trap an opponent’s weapon. If an opponent misses a melee attack against your character he is automatically disarmed.<br />
**Tortoise Shell (••••): Your character knows how to position herself so that she’s completely protected by her shield. When using a shield she is considered behind cover with Durability equal to the shield’s size plus one for each shield-wielding ally in her immediate vicinity.<br />
* Spear and Bayonet<br />
**Firm Footing (•): Your character braces herself with her weapon to skewer a charging opponent. Any opponent attempting an all-out or charge attack against your character takes her weapon’s damage automatically before he makes his attack roll. Armor subtracts from this, but then will not apply to any attacks your character makes in the same turn.<br />
**Keep at Bay (••): Your character can threaten an opponent with her weapon to prevent maneuvering. Choose an opponent with a shorter weapon; if that opponent takes any action other than backing away or Dodging he loses his Defense against your character’s next attack.<br />
**Strike and Develop (•••): Your character stabs an opponent with her weapon then turns the blade before removing it, leaving a more grisly wound. Attacks made with her weapon that inflict lethal damage causes the victim to bleed out, causing one point of lethal damage for a number of turns equal to her successes on the attack roll. Subsequent attacks can add to the total number of turns but never cause more than one point of lethal damage per turn in bleeding to the victim. She loses her Defense any turn she uses this maneuver. Drawback: Spend a point of Willpower to activate this maneuver.<br />
*Phalanx Fighter: Your character is trained to wield a spear alongside a shield. She does not increase her spear’s Strength requirement for using it one-handed as long as she’s also using a shield. She can use a spear for any Weapon and Shield maneuvers.<br />
<br />
==XXX (Familiar)==<br />
===Sabrefang (''Kuk Uhur'') (Rank 1 Nature Spirit)===<br />
[[Image:Sabrefang-familiar.jpg|right|thumb]]<br />
'''Choir of Animals, Cats Descant'''<br><br />
'''Attributes:''' Power 3 • Finesse 3 • Resistance 2<br><br />
'''Essence:''' 10 • '''Corpus:''' 6 • '''Willpower:''' 5 • '''Initiative:''' 5 • '''Defense:''' 3 • '''Speed:''' 16 • '''Size:''' 4<br><br />
'''Ban:''' Cannot enter the lair of another apex predator.<br><br />
'''Bane:''' Teeth and claws of natural predators<br><br />
* ''Contact:'' Must spend 1 WP and make a Power + Resistance roll, at a -[Rank] penalty.<br />
* ''Solidity:'' Solid while spirit is in Twilight<br />
* ''Touch:'' Inflicts 1A while Materialized, and causes Materialized Condition to end. If non-Materialized, inflicts 1L. Inflicts 1L if Fetter touches bane.<br />
* ''Weapon:'' If employed as a weapon, inflicts aggravated for Materialized, or lethal otherwise.<br />
'''Combat:''' ''Power + Finesse'' to attack • Inflict bashing damage<br />
* ''Twilight:'' May only attack and be attacked by other spirits.<br />
* ''Corpus Loss to Lethal or Aggravated:'' If Essence remains, dissolves and enters hibernation in a Conditioned location. If no Essence remains, it is destroyed.<br />
'''Influence:''' Hunting •<br />
* ''1 Essence'' • Roll ''Power + Finesse'' • Add to Defense, make an emotion stronger, or add Rank to Health or Structure for individuals connected to them. <br />
'''Manifestations'''<br />
* ''Discorporate:'' No cost. Spirit can discorporate as though it had lost all Corpus.<br />
* ''Familiar:'' No cost. Spirit is bonded to a mage, preventing Essence bleed. Spirit and mage have a Connected Sympathetic link, may use one another's senses with a reflexive action (casting magic through those senses requires a Reach for remote viewing but not Sympathetic Range Attainment), and can pass Mana and Essence between them (Essence > Mana loses 1 point in exchange). If discorporated, entity will reform in a location bearing the mage's Signature Nimbus. <br />
* ''Reaching:'' Spirit only • 1 Essence • Power + Finesse (- Gauntlet). Spirit applies the Reaching Condition to itself.<br />
'''Numina'''<br />
* ''Animal Control (R):'' 1 Essence; Power + Finesse – target’s Resolve. Spirit exerts control over an animal for the rest of the scene; may exert control over up to [Finesse] animals at once, activating this Numen for each animal.<br />
* ''Camouflage:'' 1 Essence. Spirit blends with background as long as it remains still; those trying to spot the spirit receive a penalty equal to Finesse.<br />
* ''Seek (R):'' 1–2 Essence; Finesse. Spirit detects an event or thing directly related to its influence. This is at a range of two miles, or twenty miles if it spends 2 Essence at activation.<br />
<br />
==Friends and Family==<br />
<br />
<br />
[[Image:MamaKing.jpg|left|thumb|'''Lori King''']]<br />
*Mom - Lan (Lori) King<br />
*Dad - Captain Walter King<br />
[[Image:WalterKing.jpg|right|thumb|'''Cpt. Walter King''']]<br />
*Grandma Minh Chau (Mary) Pham<br />
[[Image:GrandmaKing.jpg|left|thumb|'''Mary Pham''']]<br />
*Aunt Hoang (Holly) Pham<br><br />
[[Image:AuntHolly.jpg|right|thumb|'''Holly Pham''']]<br />
*Aunt Trang (Tammy) Pham<br><br />
[[Image:AuntTammy.jpg|left|thumb|'''Tammy Pham''']]<br />
*Aunt Linh (Lisa) Pham<br><br />
[[Image:AuntLisa.jpg|right|thumb|'''Lisa Pham''']]<br />
*Tenille is an orange Eurasier. Also a she.<br />
[[Image:Tenille.jpg|left|thumb|'''Tenille''']]<br />
<br />
==Experience==<br />
{{Template:MageExperiences<br />
|CurrentBeats=1<br />
|UnspentExperiences=0<br />
|SpentExperiences=8<br />
|Earned=x<br />
|Purchases=x<br />
|ArcaneBeats=1<br />
|ArcaneExperiences=0<br />
|ArcaneSpent=10<br />
}}<br />
<br />
==Lifestyle==<br />
[[Image:xxx.jpg|right|thumb|'''Apartment B14''']]<br />
A description of your characters day to day life. <br />
* '''Money:''' xxx<br />
* '''Clothing & Jewelry:''' xxx<br />
* '''Communication:''' xxx<br />
* '''Food:''' xxx<br />
* '''Housing:''' xxx<br />
* '''Days:''' xxx<br />
* '''Evenings:''' xxx<br />
<br />
==Experience==<br />
*0 skill points held in reserve<br />
*0 merit points held in reserve</div>Gyffeshttps://www.oakthorne.net/wiki/index.php?title=Dark_Room_Khamphong_King&diff=65810Dark Room Khamphong King2022-09-24T06:05:50Z<p>Gyffes: </p>
<hr />
<div>{{CoDMageCharacterSheet<br />
|Image=[[Image:Khamphong.jpg|center|350 px]]<br />
|CharacterName=Khamphong "Rose" King<br />
|Virtue=Good Samaritan<br />
|Vice=Rebellious<br />
|Aspirations=*Understand the Greenhouse, Raid Aegis Kai Doru Compound, *Rescue Alie and Nancy, *Learn about Mage Society<br />
|Path=Thyrsus<br />
|Order=x<br />
|Cabal=x<br />
|Obsessions=[[Portland in Shadow|Spirit map of Portland]], Understand my Destiny<br />
|Intelligence=3<br />
|Wits=2<br />
|Resolve=2<br />
|Strength=3<br />
|Dexterity=3<br />
|Stamina=4<br />
|Presence=2<br />
|Manipulation=1<br />
|Composure=3<br />
|MentalSkills=Academics 1, Crafts 1, Medicine 4 (Veterinary), Occult 3, Science 1<br />
|PhysicalSkills=Athletics 3, Brawl 2, Survival 2, Weaponry 4 (Knife; Spear; Staff)<br />
|SocialSkills=Animal Ken 3 (Wild), Empathy 1, Expression 1, Intimidation 1, Persuasion 1<br />
|MentalMerits=Area of Expertise (Knife; Spear; Staff), Favored Weapon (Dad's Ka-bar) (••), Holistic Awareness (•), Language (Vietnamese) (•), Language (French) (•), Object Fetishism (•)<br />
|PhysicalMerits=–<br />
|SocialMerits=–<br />
|CombatMerits=Armed Defense (•••••), Defensive Combat (Weaponry •), Spear and Bayonet (•••), Staff Fighting (••••)<br />
|AwakenedMerits=Destiny (•••), Familiar (••), Fetish: Snowdrop (••), (High Speech (•), Occultation (•), Shadow Name (••), The Dark Room (•)<br />
|Health=9<br />
|Willpower=5<br />
|Wisdom=7<br />
|Size=5<br />
|Speed=10<br />
|Defense=7<br />
|Armor=0<br />
|Initiative=6<br />
|Gnosis=1<br />
|Mana=10<br />
|Yantras=2<br />
|RitualInterval=3 Hours<br />
|ArcanaLimits=3/2<br />
|Paradox=1<br />
|CombinedSpells=1<br />
|ObsessionsNumber=1<br />
|Arcana=Life 2, Prime 2, Spirit 2<br />
|Rotes=0<br />
|Praxes=Speak with Beasts (Life 1), Sacred Geometry (Prime 1)<br />
|MagicalTools=x<br />
|Attainments=• '''Counterspell:''' Life & Spirit<br>• '''Improved Pattern Restoration:''' Heal bashing damage by spending 1 mana or lethal damage by spending 2. May scour Physical Attribute ratings without lowering derived Traits as a result.<br>• '''Life Armor:''' Add half [Life] to armor and Defense. Use higher of Wits and Dexterity as Defense.<br />
|NimbusTilt={{Tilt-Terror of the Huntress}}<br />
|MageSight={{MageSight-Thyrsus}}<br />
|Legacy=None<br />
|LegacyRulingArcanum=–<br />
|LegacyAttainments=–<br />
|LegacyYantras=–<br />
|LegacyOblations=–<br />
|Conditions=x<br />
<br />
}}<br />
__NOTOC__<br />
<br />
==Background==<br />
'''Age:''' 28<br><br />
Khamphong was born to a Vietnamese mother, and an American father in 1957. Her father was part of the Military Assistance Advisory Group, who were sent as the first wave of American involvement in the Vietnam Conflict in 1955. He was to train the Army of the Republic of Vietnam, as well as relieve the French of their military involvement in the area, as they had to be out of Vietnam in the following year, as per the Geneva Conference. <br />
===Downtime Life===<br />
* '''1976:''' Events of [[Maple Shade]], begins to investigate the disappearance of her father. Discovers he basically abandoned the family. Rose begins to work with Aegis kai Doru, and Shirley joins the hunt as well.<br />
* '''1977:''' Lori files for divorce after Rose finds out about her husband. She begins to go attend temple again with Mary. Rose and Shirley begin to travel further afield on the West Coast, hunting for the Aegis. They maintain a cover identity as a punk band.<br />
* '''1978:''' Holly marries a good Vietnamese boy from temple, and a huge wedding is thrown, to Grandmother's delight. Holly moves in with him and is rarely heard from.<br />
* '''1979:''' Lori meets Leonard "Lennie" Marfield at temple and the two begin dating, much to Rose's horror. Huntress - the band and team of hunters - is formed.<br />
* '''1980:''' Lori and Lennie marry. Grandmother dies. Shortly thereafter, Mt. St. Helens erupts. Tammy disappears shortly thereafter, though she calls from LA, where she is pursuing modeling and acting. Lisa moves in with Viv for a short period of time, who helps her enroll in an art university in San Francisco.<br />
* '''1981:''' x<br />
* '''1982:''' Tammy moves to Reno and establishes herself as an entertainer and entrepreneur.<br />
* '''1983:''' x<br />
* '''1984:''' x<br />
<br />
==Rumors==<br />
* <br />
<br />
==Personality==<br />
* '''Virtue:''' ''Good Samaritan''. Regain all spent Willpower when you stop everything you're doing to help someone else in their time of need, to the possible detriment of yourself.<br />
* '''Vice:''' ''Rebellious''. Regain one spent Willpower when you take an action in direct opposition of what you're told to do.<br />
<br />
* '''Aspirations:''' <br />
** <br />
** <br />
** <br />
** <br />
** <br />
<br />
* '''Integrity: 7'''<br />
* '''Breaking Points:'''<br />
** What is the worst thing your character has personally done? <br />
** What is the worst thing your character can imagine themselves doing?<br />
** What is the worst thing your character has experienced that someone else has done?<br />
** What has your character forgotten?<br />
** What is the most traumatic thing that's ever happened to your character?<br />
<br />
===Equipment===<br />
* '''Possessions''' <br />
**1969 Black Subaru Sambar Van<br />
* '''Armor'''<br />
**SCA Heavy Fighting Armor (Rat 3/2, Str 3, Defense -2, Spd -3) [Torso, Arms]<br />
**Helmet (Rat 2/1, -1 to sight- and hearing-based Perception rolls.) [Head]<br />
**Riot Gear (3/5, Str 2, Def -2, Spd -1) [Torso, Arms, Legs]<br />
* '''Weapons''' <br />
**SCA Heavy Fighting Spear (Dam +1, Init -1, Str 2, Size 4) [Knockdown, Reach, Two-Handed]<br><br />
**SCA Heavy Fighting Sword (Dam +2, Init -2, Str 2, Size 2) [Stun]<br />
**Spear (Dam +2, Init -2, Str 2, Size 4) [Reach, Two-Handed]<br> <br />
**Large Shield (Dam +2, Init -4, Str 3, Size 3) [Concealed]<br> <br />
**Dad's Ka-Bar (Dam +1, Init -1, Str 1, Size 2) [Enhance: Crafts or Survival]<br><br />
* '''The Caller's Wand:''' ''Path Tool''. A wand wrought of kassiterum, in the shape of spiralling vines. +1 Path Tool Yantra, +2 on summoning spells. Touching an ephemeral entity with it causes the loss of 1 Essence.<br />
* '''The Puffball Stone:''' ''Grimoire ••''. A rough stone covered with small puffball fungi. When eaten, causes hallucinogenic experience that inflicts the Insensate Tilt for one hour (except that you can take spellcasting actions). The trip reveals the four rotes contained within this "grimoire" – in order to benefit from spellcasting rotes, must be tripping. If you ever spend Merits on purchasing the grimoire, you can use this drug without gaining the Insensate Tilt, and in fact being high while using it counts as a +1 environmental Yantra. Produces one dose per day, maxing out at 8 doses; a harvested dose lasts 24 hours before going bad. ''Rotes:'' Body Control (Life •• + Survival), Mutable Mask (Life •• + Empathy), Many Faces (Life ••• + Athletics), Transform Life (Life ••• + Medicine)<br />
* '''Griefwort:''' ''Healing Herb''. A unique plant that functions well for healing both mundane and magical. A character is treated as though they had the Holistic Awareness Merit if they have any doses of griefwort, and characters with that Merit may use a dose of griefwort to gain a +2 equipment bonus to Medicine checks with it. It may also be used as a +2 sacrament Yantra for spells that heal or strengthen the physical body in some way. The patch of griefwort has up to 12 doses at a time, regaining 1d10 doses per week; a harvested dose lasts one week before going bad.<br />
* '''The Font Tree:''' ''Locus •''. A tree that seems to have grown up around a spring of water, forming a pool in the "well" in the trunk. This is a one-dot locus with a Vibrance Resonance, generating 3 Essence per day.<br />
* '''Other Notes:'''<br />
<br />
===Relics===<br />
* '''''Snowdrop'' (••):''' An ancient weapon wielded by Vietnamese Buddhist sages who fought witches and shapeshifters. Like the snowdrop that hides beneath the snow, waiting to pop up to herald the spring, this blade hides itself from those seeking it. Snowdrop has been a familial relic in Rose's mother's family for generations.<br />
** '''The Hidden Blossom:''' Those who are not looking for a weapon explicitly simply miss seeing it entirely, their gaze passing over it. If someone is actively searching for the blade (visually or by a pat-down), it inflicts a -3 penalty to their attempts to do so.<br />
** '''The Blossom in Spring:''' Though it seems to be a slightly strange spade-headed dagger most of the time, like the snowdrop popping up through the snow, this blade's wooden hilt can be commanded to extend into a full spear! Spend 1 Willpower to turn it from a knife into a spear. Use the normal traits for each.<br />
<br />
===Conditions===<br />
*xxx<br />
<br />
==Merit Details==<br />
* Retainer (••••): Shirley Slaughter (Street Kid)<br />
* Area of Expertise (Spear)<br />
* Language (Vietnamese): Character can speak, read, and write in Vietnamese.<br />
* Language (French): Character can speak, read, and write in French<br />
* Weapon and Shield <br />
**Shield Bash (•): Your character slams her shield into an oncoming opponent, disrupting his attack. When Dodging add her shield’s Size to her pool. If she reduces an opponent’s attack successes to 0 then any additional successes inflict bashing damage.<br />
**Boar's Snout (••): Your character throws everything into a forward charge, trusting in her shield to protect her. Using a weapon and shield, your character can all-out attack and retain her shield’s Size bonus to Defense for the turn. If this maneuver is used the same turn by other allies with shields, then add an additional +1 to Defense for each.<br />
**Pin Weapon (•••): Your character uses her shield to trap an opponent’s weapon. If an opponent misses a melee attack against your character he is automatically disarmed.<br />
**Tortoise Shell (••••): Your character knows how to position herself so that she’s completely protected by her shield. When using a shield she is considered behind cover with Durability equal to the shield’s size plus one for each shield-wielding ally in her immediate vicinity.<br />
* Spear and Bayonet<br />
**Firm Footing (•): Your character braces herself with her weapon to skewer a charging opponent. Any opponent attempting an all-out or charge attack against your character takes her weapon’s damage automatically before he makes his attack roll. Armor subtracts from this, but then will not apply to any attacks your character makes in the same turn.<br />
**Keep at Bay (••): Your character can threaten an opponent with her weapon to prevent maneuvering. Choose an opponent with a shorter weapon; if that opponent takes any action other than backing away or Dodging he loses his Defense against your character’s next attack.<br />
**Strike and Develop (•••): Your character stabs an opponent with her weapon then turns the blade before removing it, leaving a more grisly wound. Attacks made with her weapon that inflict lethal damage causes the victim to bleed out, causing one point of lethal damage for a number of turns equal to her successes on the attack roll. Subsequent attacks can add to the total number of turns but never cause more than one point of lethal damage per turn in bleeding to the victim. She loses her Defense any turn she uses this maneuver. Drawback: Spend a point of Willpower to activate this maneuver.<br />
*Phalanx Fighter: Your character is trained to wield a spear alongside a shield. She does not increase her spear’s Strength requirement for using it one-handed as long as she’s also using a shield. She can use a spear for any Weapon and Shield maneuvers.<br />
<br />
==XXX (Familiar)==<br />
===Sabrefang (''Kuk Uhur'') (Rank 1 Nature Spirit)===<br />
[[Image:Sabrefang-familiar.jpg|right|thumb]]<br />
'''Choir of Animals, Cats Descant'''<br><br />
'''Attributes:''' Power 3 • Finesse 3 • Resistance 2<br><br />
'''Essence:''' 10 • '''Corpus:''' 6 • '''Willpower:''' 5 • '''Initiative:''' 5 • '''Defense:''' 3 • '''Speed:''' 16 • '''Size:''' 4<br><br />
'''Ban:''' Cannot enter the lair of another apex predator.<br><br />
'''Bane:''' Teeth and claws of natural predators<br><br />
* ''Contact:'' Must spend 1 WP and make a Power + Resistance roll, at a -[Rank] penalty.<br />
* ''Solidity:'' Solid while spirit is in Twilight<br />
* ''Touch:'' Inflicts 1A while Materialized, and causes Materialized Condition to end. If non-Materialized, inflicts 1L. Inflicts 1L if Fetter touches bane.<br />
* ''Weapon:'' If employed as a weapon, inflicts aggravated for Materialized, or lethal otherwise.<br />
'''Combat:''' ''Power + Finesse'' to attack • Inflict bashing damage<br />
* ''Twilight:'' May only attack and be attacked by other spirits.<br />
* ''Corpus Loss to Lethal or Aggravated:'' If Essence remains, dissolves and enters hibernation in a Conditioned location. If no Essence remains, it is destroyed.<br />
'''Influence:''' Hunting •<br />
* ''1 Essence'' • Roll ''Power + Finesse'' • Add to Defense, make an emotion stronger, or add Rank to Health or Structure for individuals connected to them. <br />
'''Manifestations'''<br />
* ''Discorporate:'' No cost. Spirit can discorporate as though it had lost all Corpus.<br />
* ''Familiar:'' No cost. Spirit is bonded to a mage, preventing Essence bleed. Spirit and mage have a Connected Sympathetic link, may use one another's senses with a reflexive action (casting magic through those senses requires a Reach for remote viewing but not Sympathetic Range Attainment), and can pass Mana and Essence between them (Essence > Mana loses 1 point in exchange). If discorporated, entity will reform in a location bearing the mage's Signature Nimbus. <br />
* ''Reaching:'' Spirit only • 1 Essence • Power + Finesse (- Gauntlet). Spirit applies the Reaching Condition to itself.<br />
'''Numina'''<br />
* ''Animal Control (R):'' 1 Essence; Power + Finesse – target’s Resolve. Spirit exerts control over an animal for the rest of the scene; may exert control over up to [Finesse] animals at once, activating this Numen for each animal.<br />
* ''Camouflage:'' 1 Essence. Spirit blends with background as long as it remains still; those trying to spot the spirit receive a penalty equal to Finesse.<br />
* ''Seek (R):'' 1–2 Essence; Finesse. Spirit detects an event or thing directly related to its influence. This is at a range of two miles, or twenty miles if it spends 2 Essence at activation.<br />
<br />
==Friends and Family==<br />
<br />
<br />
[[Image:MamaKing.jpg|left|thumb|'''Lori King''']]<br />
*Mom - Lan (Lori) King<br />
*Dad - Captain Walter King<br />
[[Image:WalterKing.jpg|right|thumb|'''Cpt. Walter King''']]<br />
*Grandma Minh Chau (Mary) Pham<br />
[[Image:GrandmaKing.jpg|left|thumb|'''Mary Pham''']]<br />
*Aunt Hoang (Holly) Pham<br><br />
[[Image:AuntHolly.jpg|right|thumb|'''Holly Pham''']]<br />
*Aunt Trang (Tammy) Pham<br><br />
[[Image:AuntTammy.jpg|left|thumb|'''Tammy Pham''']]<br />
*Aunt Linh (Lisa) Pham<br><br />
[[Image:AuntLisa.jpg|right|thumb|'''Lisa Pham''']]<br />
*Tenille is an orange Eurasier. Also a she.<br />
[[Image:Tenille.jpg|left|thumb|'''Tenille''']]<br />
<br />
==Experience==<br />
{{Template:MageExperiences<br />
|CurrentBeats=1<br />
|UnspentExperiences=0<br />
|SpentExperiences=8<br />
|Earned=x<br />
|Purchases=x<br />
|ArcaneBeats=0<br />
|ArcaneExperiences=0<br />
|ArcaneSpent=10<br />
}}<br />
<br />
==Lifestyle==<br />
[[Image:xxx.jpg|right|thumb|'''Apartment B14''']]<br />
A description of your characters day to day life. <br />
* '''Money:''' xxx<br />
* '''Clothing & Jewelry:''' xxx<br />
* '''Communication:''' xxx<br />
* '''Food:''' xxx<br />
* '''Housing:''' xxx<br />
* '''Days:''' xxx<br />
* '''Evenings:''' xxx<br />
<br />
==Experience==<br />
*0 skill points held in reserve<br />
*0 merit points held in reserve</div>Gyffeshttps://www.oakthorne.net/wiki/index.php?title=Dark_Room_Khamphong_King&diff=65801Dark Room Khamphong King2022-09-24T05:44:51Z<p>Gyffes: </p>
<hr />
<div>{{CoDMageCharacterSheet<br />
|Image=[[Image:Khamphong.jpg|center|350 px]]<br />
|CharacterName=Khamphong "Rose" King<br />
|Virtue=Good Samaritan<br />
|Vice=Rebellious<br />
|Aspirations=*Understand the Greenhouse, Raid Aegis Kai Doru Compound, *Rescue Alie and Nancy, *Learn about Mage Society<br />
|Path=Thyrsus<br />
|Order=x<br />
|Cabal=x<br />
|Obsessions=[[Portland in Shadow|Spirit map of Portland]], Understand my Destiny<br />
|Intelligence=3<br />
|Wits=2<br />
|Resolve=2<br />
|Strength=3<br />
|Dexterity=3<br />
|Stamina=4<br />
|Presence=2<br />
|Manipulation=1<br />
|Composure=3<br />
|MentalSkills=Academics 1, Crafts 1, Medicine 4 (Veterinary), Occult 3, Science 1<br />
|PhysicalSkills=Athletics 3, Brawl 2, Survival 2, Weaponry 4 (Knife; Spear; Staff)<br />
|SocialSkills=Animal Ken 3 (Wild), Empathy 1, Expression 1, Intimidation 1, Persuasion 1<br />
|MentalMerits=Area of Expertise (Knife; Spear; Staff), Favored Weapon (Dad's Ka-bar) (••), Holistic Awareness (•), Language (Vietnamese) (•), Language (French) (•), Object Fetishism (•)<br />
|PhysicalMerits=–<br />
|SocialMerits=–<br />
|CombatMerits=Armed Defense (•••••), Defensive Combat (Weaponry •), Spear and Bayonet (•••), Staff Fighting (••••)<br />
|AwakenedMerits=Destiny (•••), Familiar (••), Fetish: Snowdrop (••), (High Speech (•), Occultation (•), Shadow Name (••), The Dark Room (•)<br />
|Health=9<br />
|Willpower=5<br />
|Wisdom=7<br />
|Size=5<br />
|Speed=10<br />
|Defense=7<br />
|Armor=0<br />
|Initiative=6<br />
|Gnosis=1<br />
|Mana=10<br />
|Yantras=2<br />
|RitualInterval=3 Hours<br />
|ArcanaLimits=3/2<br />
|Paradox=1<br />
|CombinedSpells=1<br />
|ObsessionsNumber=1<br />
|Arcana=Life 2, Prime 1, Spirit 2<br />
|Rotes=0<br />
|Praxes=Speak with Beasts (Life 1), Sacred Geometry (Prime 1)<br />
|MagicalTools=x<br />
|Attainments=• '''Counterspell:''' Life & Spirit<br>• '''Improved Pattern Restoration:''' Heal bashing damage by spending 1 mana or lethal damage by spending 2. May scour Physical Attribute ratings without lowering derived Traits as a result.<br>• '''Life Armor:''' Add half [Life] to armor and Defense. Use higher of Wits and Dexterity as Defense.<br />
|NimbusTilt={{Tilt-Terror of the Huntress}}<br />
|MageSight={{MageSight-Thyrsus}}<br />
|Legacy=None<br />
|LegacyRulingArcanum=–<br />
|LegacyAttainments=–<br />
|LegacyYantras=–<br />
|LegacyOblations=–<br />
|Conditions=x<br />
<br />
}}<br />
__NOTOC__<br />
<br />
==Background==<br />
'''Age:''' 28<br><br />
Khamphong was born to a Vietnamese mother, and an American father in 1957. Her father was part of the Military Assistance Advisory Group, who were sent as the first wave of American involvement in the Vietnam Conflict in 1955. He was to train the Army of the Republic of Vietnam, as well as relieve the French of their military involvement in the area, as they had to be out of Vietnam in the following year, as per the Geneva Conference. <br />
===Downtime Life===<br />
* '''1976:''' Events of [[Maple Shade]], begins to investigate the disappearance of her father. Discovers he basically abandoned the family. Rose begins to work with Aegis kai Doru, and Shirley joins the hunt as well.<br />
* '''1977:''' Lori files for divorce after Rose finds out about her husband. She begins to go attend temple again with Mary. Rose and Shirley begin to travel further afield on the West Coast, hunting for the Aegis. They maintain a cover identity as a punk band.<br />
* '''1978:''' Holly marries a good Vietnamese boy from temple, and a huge wedding is thrown, to Grandmother's delight. Holly moves in with him and is rarely heard from.<br />
* '''1979:''' Lori meets Leonard "Lennie" Marfield at temple and the two begin dating, much to Rose's horror. Huntress - the band and team of hunters - is formed.<br />
* '''1980:''' Lori and Lennie marry. Grandmother dies. Shortly thereafter, Mt. St. Helens erupts. Tammy disappears shortly thereafter, though she calls from LA, where she is pursuing modeling and acting. Lisa moves in with Viv for a short period of time, who helps her enroll in an art university in San Francisco.<br />
* '''1981:''' x<br />
* '''1982:''' Tammy moves to Reno and establishes herself as an entertainer and entrepreneur.<br />
* '''1983:''' x<br />
* '''1984:''' x<br />
<br />
==Rumors==<br />
* <br />
<br />
==Personality==<br />
* '''Virtue:''' ''Good Samaritan''. Regain all spent Willpower when you stop everything you're doing to help someone else in their time of need, to the possible detriment of yourself.<br />
* '''Vice:''' ''Rebellious''. Regain one spent Willpower when you take an action in direct opposition of what you're told to do.<br />
<br />
* '''Aspirations:''' <br />
** <br />
** <br />
** <br />
** <br />
** <br />
<br />
* '''Integrity: 7'''<br />
* '''Breaking Points:'''<br />
** What is the worst thing your character has personally done? <br />
** What is the worst thing your character can imagine themselves doing?<br />
** What is the worst thing your character has experienced that someone else has done?<br />
** What has your character forgotten?<br />
** What is the most traumatic thing that's ever happened to your character?<br />
<br />
===Equipment===<br />
* '''Possessions''' <br />
**1969 Black Subaru Sambar Van<br />
* '''Armor'''<br />
**SCA Heavy Fighting Armor (Rat 3/2, Str 3, Defense -2, Spd -3) [Torso, Arms]<br />
**Helmet (Rat 2/1, -1 to sight- and hearing-based Perception rolls.) [Head]<br />
**Riot Gear (3/5, Str 2, Def -2, Spd -1) [Torso, Arms, Legs]<br />
* '''Weapons''' <br />
**SCA Heavy Fighting Spear (Dam +1, Init -1, Str 2, Size 4) [Knockdown, Reach, Two-Handed]<br><br />
**SCA Heavy Fighting Sword (Dam +2, Init -2, Str 2, Size 2) [Stun]<br />
**Spear (Dam +2, Init -2, Str 2, Size 4) [Reach, Two-Handed]<br> <br />
**Large Shield (Dam +2, Init -4, Str 3, Size 3) [Concealed]<br> <br />
**Dad's Ka-Bar (Dam +1, Init -1, Str 1, Size 2) [Enhance: Crafts or Survival]<br><br />
* '''The Caller's Wand:''' ''Path Tool''. A wand wrought of kassiterum, in the shape of spiralling vines. +1 Path Tool Yantra, +2 on summoning spells. Touching an ephemeral entity with it causes the loss of 1 Essence.<br />
* '''The Puffball Stone:''' ''Grimoire ••''. A rough stone covered with small puffball fungi. When eaten, causes hallucinogenic experience that inflicts the Insensate Tilt for one hour (except that you can take spellcasting actions). The trip reveals the four rotes contained within this "grimoire" – in order to benefit from spellcasting rotes, must be tripping. If you ever spend Merits on purchasing the grimoire, you can use this drug without gaining the Insensate Tilt, and in fact being high while using it counts as a +1 environmental Yantra. Produces one dose per day, maxing out at 8 doses; a harvested dose lasts 24 hours before going bad. ''Rotes:'' Body Control (Life •• + Survival), Mutable Mask (Life •• + Empathy), Many Faces (Life ••• + Athletics), Transform Life (Life ••• + Medicine)<br />
* '''Griefwort:''' ''Healing Herb''. A unique plant that functions well for healing both mundane and magical. A character is treated as though they had the Holistic Awareness Merit if they have any doses of griefwort, and characters with that Merit may use a dose of griefwort to gain a +2 equipment bonus to Medicine checks with it. It may also be used as a +2 sacrament Yantra for spells that heal or strengthen the physical body in some way. The patch of griefwort has up to 12 doses at a time, regaining 1d10 doses per week; a harvested dose lasts one week before going bad.<br />
* '''The Font Tree:''' ''Locus •''. A tree that seems to have grown up around a spring of water, forming a pool in the "well" in the trunk. This is a one-dot locus with a Vibrance Resonance, generating 3 Essence per day.<br />
* '''Other Notes:'''<br />
<br />
===Relics===<br />
* '''''Snowdrop'' (••):''' An ancient weapon wielded by Vietnamese Buddhist sages who fought witches and shapeshifters. Like the snowdrop that hides beneath the snow, waiting to pop up to herald the spring, this blade hides itself from those seeking it. Snowdrop has been a familial relic in Rose's mother's family for generations.<br />
** '''The Hidden Blossom:''' Those who are not looking for a weapon explicitly simply miss seeing it entirely, their gaze passing over it. If someone is actively searching for the blade (visually or by a pat-down), it inflicts a -3 penalty to their attempts to do so.<br />
** '''The Blossom in Spring:''' Though it seems to be a slightly strange spade-headed dagger most of the time, like the snowdrop popping up through the snow, this blade's wooden hilt can be commanded to extend into a full spear! Spend 1 Willpower to turn it from a knife into a spear. Use the normal traits for each.<br />
<br />
===Conditions===<br />
*xxx<br />
<br />
==Merit Details==<br />
* Retainer (••••): Shirley Slaughter (Street Kid)<br />
* Area of Expertise (Spear)<br />
* Language (Vietnamese): Character can speak, read, and write in Vietnamese.<br />
* Language (French): Character can speak, read, and write in French<br />
* Weapon and Shield <br />
**Shield Bash (•): Your character slams her shield into an oncoming opponent, disrupting his attack. When Dodging add her shield’s Size to her pool. If she reduces an opponent’s attack successes to 0 then any additional successes inflict bashing damage.<br />
**Boar's Snout (••): Your character throws everything into a forward charge, trusting in her shield to protect her. Using a weapon and shield, your character can all-out attack and retain her shield’s Size bonus to Defense for the turn. If this maneuver is used the same turn by other allies with shields, then add an additional +1 to Defense for each.<br />
**Pin Weapon (•••): Your character uses her shield to trap an opponent’s weapon. If an opponent misses a melee attack against your character he is automatically disarmed.<br />
**Tortoise Shell (••••): Your character knows how to position herself so that she’s completely protected by her shield. When using a shield she is considered behind cover with Durability equal to the shield’s size plus one for each shield-wielding ally in her immediate vicinity.<br />
* Spear and Bayonet<br />
**Firm Footing (•): Your character braces herself with her weapon to skewer a charging opponent. Any opponent attempting an all-out or charge attack against your character takes her weapon’s damage automatically before he makes his attack roll. Armor subtracts from this, but then will not apply to any attacks your character makes in the same turn.<br />
**Keep at Bay (••): Your character can threaten an opponent with her weapon to prevent maneuvering. Choose an opponent with a shorter weapon; if that opponent takes any action other than backing away or Dodging he loses his Defense against your character’s next attack.<br />
**Strike and Develop (•••): Your character stabs an opponent with her weapon then turns the blade before removing it, leaving a more grisly wound. Attacks made with her weapon that inflict lethal damage causes the victim to bleed out, causing one point of lethal damage for a number of turns equal to her successes on the attack roll. Subsequent attacks can add to the total number of turns but never cause more than one point of lethal damage per turn in bleeding to the victim. She loses her Defense any turn she uses this maneuver. Drawback: Spend a point of Willpower to activate this maneuver.<br />
*Phalanx Fighter: Your character is trained to wield a spear alongside a shield. She does not increase her spear’s Strength requirement for using it one-handed as long as she’s also using a shield. She can use a spear for any Weapon and Shield maneuvers.<br />
<br />
==XXX (Familiar)==<br />
===Sabrefang (''Kuk Uhur'') (Rank 1 Nature Spirit)===<br />
[[Image:Sabrefang-familiar.jpg|right|thumb]]<br />
'''Choir of Animals, Cats Descant'''<br><br />
'''Attributes:''' Power 3 • Finesse 3 • Resistance 2<br><br />
'''Essence:''' 10 • '''Corpus:''' 6 • '''Willpower:''' 5 • '''Initiative:''' 5 • '''Defense:''' 3 • '''Speed:''' 16 • '''Size:''' 4<br><br />
'''Ban:''' Cannot enter the lair of another apex predator.<br><br />
'''Bane:''' Teeth and claws of natural predators<br><br />
* ''Contact:'' Must spend 1 WP and make a Power + Resistance roll, at a -[Rank] penalty.<br />
* ''Solidity:'' Solid while spirit is in Twilight<br />
* ''Touch:'' Inflicts 1A while Materialized, and causes Materialized Condition to end. If non-Materialized, inflicts 1L. Inflicts 1L if Fetter touches bane.<br />
* ''Weapon:'' If employed as a weapon, inflicts aggravated for Materialized, or lethal otherwise.<br />
'''Combat:''' ''Power + Finesse'' to attack • Inflict bashing damage<br />
* ''Twilight:'' May only attack and be attacked by other spirits.<br />
* ''Corpus Loss to Lethal or Aggravated:'' If Essence remains, dissolves and enters hibernation in a Conditioned location. If no Essence remains, it is destroyed.<br />
'''Influence:''' Hunting •<br />
* ''1 Essence'' • Roll ''Power + Finesse'' • Add to Defense, make an emotion stronger, or add Rank to Health or Structure for individuals connected to them. <br />
'''Manifestations'''<br />
* ''Discorporate:'' No cost. Spirit can discorporate as though it had lost all Corpus.<br />
* ''Familiar:'' No cost. Spirit is bonded to a mage, preventing Essence bleed. Spirit and mage have a Connected Sympathetic link, may use one another's senses with a reflexive action (casting magic through those senses requires a Reach for remote viewing but not Sympathetic Range Attainment), and can pass Mana and Essence between them (Essence > Mana loses 1 point in exchange). If discorporated, entity will reform in a location bearing the mage's Signature Nimbus. <br />
* ''Reaching:'' Spirit only • 1 Essence • Power + Finesse (- Gauntlet). Spirit applies the Reaching Condition to itself.<br />
'''Numina'''<br />
* ''Animal Control (R):'' 1 Essence; Power + Finesse – target’s Resolve. Spirit exerts control over an animal for the rest of the scene; may exert control over up to [Finesse] animals at once, activating this Numen for each animal.<br />
* ''Camouflage:'' 1 Essence. Spirit blends with background as long as it remains still; those trying to spot the spirit receive a penalty equal to Finesse.<br />
* ''Seek (R):'' 1–2 Essence; Finesse. Spirit detects an event or thing directly related to its influence. This is at a range of two miles, or twenty miles if it spends 2 Essence at activation.<br />
<br />
==Friends and Family==<br />
<br />
<br />
[[Image:MamaKing.jpg|left|thumb|'''Lori King''']]<br />
*Mom - Lan (Lori) King<br />
*Dad - Captain Walter King<br />
[[Image:WalterKing.jpg|right|thumb|'''Cpt. Walter King''']]<br />
*Grandma Minh Chau (Mary) Pham<br />
[[Image:GrandmaKing.jpg|left|thumb|'''Mary Pham''']]<br />
*Aunt Hoang (Holly) Pham<br><br />
[[Image:AuntHolly.jpg|right|thumb|'''Holly Pham''']]<br />
*Aunt Trang (Tammy) Pham<br><br />
[[Image:AuntTammy.jpg|left|thumb|'''Tammy Pham''']]<br />
*Aunt Linh (Lisa) Pham<br><br />
[[Image:AuntLisa.jpg|right|thumb|'''Lisa Pham''']]<br />
*Tenille is an orange Eurasier. Also a she.<br />
[[Image:Tenille.jpg|left|thumb|'''Tenille''']]<br />
<br />
==Experience==<br />
{{Template:MageExperiences<br />
|CurrentBeats=3<br />
|UnspentExperiences=1<br />
|SpentExperiences=6<br />
|Earned=x<br />
|Purchases=x<br />
|ArcaneBeats=2<br />
|ArcaneExperiences=1<br />
|ArcaneSpent=8<br />
}}<br />
<br />
==Lifestyle==<br />
[[Image:xxx.jpg|right|thumb|'''Apartment B14''']]<br />
A description of your characters day to day life. <br />
* '''Money:''' xxx<br />
* '''Clothing & Jewelry:''' xxx<br />
* '''Communication:''' xxx<br />
* '''Food:''' xxx<br />
* '''Housing:''' xxx<br />
* '''Days:''' xxx<br />
* '''Evenings:''' xxx<br />
<br />
==Experience==<br />
*0 skill points held in reserve<br />
*0 merit points held in reserve</div>Gyffeshttps://www.oakthorne.net/wiki/index.php?title=Dark_Room_Khamphong_King&diff=65800Dark Room Khamphong King2022-09-24T05:41:24Z<p>Gyffes: </p>
<hr />
<div>{{CoDMageCharacterSheet<br />
|Image=[[Image:Khamphong.jpg|center|350 px]]<br />
|CharacterName=Khamphong "Rose" King<br />
|Virtue=Good Samaritan<br />
|Vice=Rebellious<br />
|Aspirations=*Understand the Greenhouse, Raid Aegis Kai Doru Compound, *Rescue Alie and Nancy, *Learn about Mage Society<br />
|Path=Thyrsus<br />
|Order=x<br />
|Cabal=x<br />
|Obsessions=[[Portland in Shadow|Spirit map of Portland]], Understand my Destiny<br />
|Intelligence=3<br />
|Wits=2<br />
|Resolve=2<br />
|Strength=3<br />
|Dexterity=3<br />
|Stamina=4<br />
|Presence=2<br />
|Manipulation=1<br />
|Composure=3<br />
|MentalSkills=Academics 1, Crafts 1, Medicine 4 (Veterinary), Occult 3, Science 1<br />
|PhysicalSkills=Athletics 3, Brawl 2, Survival 2, Weaponry 4 (Knife; Spear; Staff)<br />
|SocialSkills=Animal Ken 3 (Wild), Empathy 1, Expression 1, Intimidation 1, Persuasion 1<br />
|MentalMerits=Area of Expertise (Knife; Spear; Staff), Favored Weapon (Dad's Ka-bar) (••), Holistic Awareness (•), Language (Vietnamese) (•), Language (French) (•), Object Fetishism (•)<br />
|PhysicalMerits=–<br />
|SocialMerits=–<br />
|CombatMerits=Armed Defense (•••••), Defensive Combat (Weaponry •), Spear and Bayonet (•••), Staff Fighting (••••)<br />
|AwakenedMerits=Destiny (•••), Familiar (••), Fetish: Snowdrop (••), (High Speech (•), Occultation (•), Shadow Name (••), The Dark Room (•)<br />
|Health=9<br />
|Willpower=5<br />
|Wisdom=7<br />
|Size=5<br />
|Speed=10<br />
|Defense=7<br />
|Armor=0<br />
|Initiative=6<br />
|Gnosis=1<br />
|Mana=10<br />
|Yantras=2<br />
|RitualInterval=3 Hours<br />
|ArcanaLimits=3/2<br />
|Paradox=1<br />
|CombinedSpells=1<br />
|ObsessionsNumber=1<br />
|Arcana=Life 2, Prime 1, Spirit 2<br />
|Rotes=0<br />
|Praxes=Speak with Beasts (Life 1), Sacred Geometry (Prime 1)<br />
|MagicalTools=x<br />
|Attainments=• '''Counterspell:''' Life & Spirit<br>• '''Improved Pattern Restoration:''' Heal bashing damage by spending 1 mana or lethal damage by spending 2. May scour Physical Attribute ratings without lowering derived Traits as a result.<br>• '''Life Armor:''' Add half [Life] to armor and Defense. Use higher of Wits and Dexterity as Defense.<br />
|NimbusTilt={{Tilt-Terror of the Huntress}}<br />
|MageSight={{MageSight-Thyrsus}}<br />
|Legacy=None<br />
|LegacyRulingArcanum=–<br />
|LegacyAttainments=–<br />
|LegacyYantras=–<br />
|LegacyOblations=–<br />
|Conditions=x<br />
<br />
}}<br />
__NOTOC__<br />
<br />
==Background==<br />
'''Age:''' 28<br><br />
Khamphong was born to a Vietnamese mother, and an American father in 1957. Her father was part of the Military Assistance Advisory Group, who were sent as the first wave of American involvement in the Vietnam Conflict in 1955. He was to train the Army of the Republic of Vietnam, as well as relieve the French of their military involvement in the area, as they had to be out of Vietnam in the following year, as per the Geneva Conference. <br />
===Downtime Life===<br />
* '''1976:''' Events of [[Maple Shade]], begins to investigate the disappearance of her father. Discovers he basically abandoned the family. Rose begins to work with Aegis kai Doru, and Shirley joins the hunt as well.<br />
* '''1977:''' Lori files for divorce after Rose finds out about her husband. She begins to go attend temple again with Mary. Rose and Shirley begin to travel further afield on the West Coast, hunting for the Aegis. They maintain a cover identity as a punk band.<br />
* '''1978:''' Holly marries a good Vietnamese boy from temple, and a huge wedding is thrown, to Grandmother's delight. Holly moves in with him and is rarely heard from.<br />
* '''1979:''' Lori meets Leonard "Lennie" Marfield at temple and the two begin dating, much to Rose's horror. Huntress - the band and team of hunters - is formed.<br />
* '''1980:''' Lori and Lennie marry. Grandmother dies. Shortly thereafter, Mt. St. Helens erupts. Tammy disappears shortly thereafter, though she calls from LA, where she is pursuing modeling and acting. Lisa moves in with Viv for a short period of time, who helps her enroll in an art university in San Francisco.<br />
* '''1981:''' x<br />
* '''1982:''' Tammy moves to Reno and establishes herself as an entertainer and entrepreneur.<br />
* '''1983:''' x<br />
* '''1984:''' x<br />
<br />
==Rumors==<br />
* <br />
<br />
==Personality==<br />
* '''Virtue:''' ''Good Samaritan''. Regain all spent Willpower when you stop everything you're doing to help someone else in their time of need, to the possible detriment of yourself.<br />
* '''Vice:''' ''Rebellious''. Regain one spent Willpower when you take an action in direct opposition of what you're told to do.<br />
<br />
* '''Aspirations:''' <br />
** <br />
** <br />
** <br />
** <br />
** <br />
<br />
* '''Integrity: 7'''<br />
* '''Breaking Points:'''<br />
** What is the worst thing your character has personally done? <br />
** What is the worst thing your character can imagine themselves doing?<br />
** What is the worst thing your character has experienced that someone else has done?<br />
** What has your character forgotten?<br />
** What is the most traumatic thing that's ever happened to your character?<br />
<br />
===Equipment===<br />
* '''Possessions''' <br />
**1969 Black Subaru Sambar Van<br />
* '''Armor'''<br />
**SCA Heavy Fighting Armor (Rat 3/2, Str 3, Defense -2, Spd -3) [Torso, Arms]<br />
**Helmet (Rat 2/1, -1 to sight- and hearing-based Perception rolls.) [Head]<br />
**Riot Gear (3/5, Str 2, Def -2, Spd -1) [Torso, Arms, Legs]<br />
* '''Weapons''' <br />
**SCA Heavy Fighting Spear (Dam +1, Init -1, Str 2, Size 4) [Knockdown, Reach, Two-Handed]<br><br />
**SCA Heavy Fighting Sword (Dam +2, Init -2, Str 2, Size 2) [Stun]<br />
**Spear (Dam +2, Init -2, Str 2, Size 4) [Reach, Two-Handed]<br> <br />
**Large Shield (Dam +2, Init -4, Str 3, Size 3) [Concealed]<br> <br />
**Dad's Ka-Bar (Dam +1, Init -1, Str 1, Size 2) [Enhance: Crafts or Survival]<br><br />
* '''The Caller's Wand:''' ''Path Tool''. A wand wrought of kassiterum, in the shape of spiralling vines. +1 Path Tool Yantra, +2 on summoning spells. Touching an ephemeral entity with it causes the loss of 1 Essence.<br />
* '''The Puffball Stone:''' ''Grimoire ••''. A rough stone covered with small puffball fungi. When eaten, causes hallucinogenic experience that inflicts the Insensate Tilt for one hour (except that you can take spellcasting actions). The trip reveals the four rotes contained within this "grimoire" – in order to benefit from spellcasting rotes, must be tripping. If you ever spend Merits on purchasing the grimoire, you can use this drug without gaining the Insensate Tilt, and in fact being high while using it counts as a +1 environmental Yantra. Produces one dose per day, maxing out at 8 doses; a harvested dose lasts 24 hours before going bad. ''Rotes:'' Body Control (Life •• + Survival), Mutable Mask (Life •• + Empathy), Many Faces (Life ••• + Athletics), Transform Life (Life ••• + Medicine)<br />
* '''Griefwort:''' ''Healing Herb''. A unique plant that functions well for healing both mundane and magical. A character is treated as though they had the Holistic Awareness Merit if they have any doses of griefwort, and characters with that Merit may use a dose of griefwort to gain a +2 equipment bonus to Medicine checks with it. It may also be used as a +2 sacrament Yantra for spells that heal or strengthen the physical body in some way. The patch of griefwort has up to 12 doses at a time, regaining 1d10 doses per week; a harvested dose lasts one week before going bad.<br />
* '''The Font Tree:''' ''Locus •''. A tree that seems to have grown up around a spring of water, forming a pool in the "well" in the trunk. This is a one-dot locus with a Vibrance Resonance, generating 3 Essence per day.<br />
* '''Other Notes:'''<br />
<br />
===Relics===<br />
* '''''Snowdrop'' (••):''' An ancient weapon wielded by Vietnamese Buddhist sages who fought witches and shapeshifters. Like the snowdrop that hides beneath the snow, waiting to pop up to herald the spring, this blade hides itself from those seeking it. Snowdrop has been a familial relic in Rose's mother's family for generations.<br />
** '''The Hidden Blossom:''' Those who are not looking for a weapon explicitly simply miss seeing it entirely, their gaze passing over it. If someone is actively searching for the blade (visually or by a pat-down), it inflicts a -3 penalty to their attempts to do so.<br />
** '''The Blossom in Spring:''' Though it seems to be a slightly strange spade-headed dagger most of the time, like the snowdrop popping up through the snow, this blade's wooden hilt can be commanded to extend into a full spear! Spend 1 Willpower to turn it from a knife into a spear. Use the normal traits for each.<br />
<br />
===Conditions===<br />
*xxx<br />
<br />
==Merit Details==<br />
* Retainer (••••): Shirley Slaughter (Street Kid)<br />
* Area of Expertise (Spear)<br />
* Language (Vietnamese): Character can speak, read, and write in Vietnamese.<br />
* Language (French): Character can speak, read, and write in French<br />
* Weapon and Shield <br />
**Shield Bash (•): Your character slams her shield into an oncoming opponent, disrupting his attack. When Dodging add her shield’s Size to her pool. If she reduces an opponent’s attack successes to 0 then any additional successes inflict bashing damage.<br />
**Boar's Snout (••): Your character throws everything into a forward charge, trusting in her shield to protect her. Using a weapon and shield, your character can all-out attack and retain her shield’s Size bonus to Defense for the turn. If this maneuver is used the same turn by other allies with shields, then add an additional +1 to Defense for each.<br />
**Pin Weapon (•••): Your character uses her shield to trap an opponent’s weapon. If an opponent misses a melee attack against your character he is automatically disarmed.<br />
**Tortoise Shell (••••): Your character knows how to position herself so that she’s completely protected by her shield. When using a shield she is considered behind cover with Durability equal to the shield’s size plus one for each shield-wielding ally in her immediate vicinity.<br />
* Spear and Bayonet<br />
**Firm Footing (•): Your character braces herself with her weapon to skewer a charging opponent. Any opponent attempting an all-out or charge attack against your character takes her weapon’s damage automatically before he makes his attack roll. Armor subtracts from this, but then will not apply to any attacks your character makes in the same turn.<br />
**Keep at Bay (••): Your character can threaten an opponent with her weapon to prevent maneuvering. Choose an opponent with a shorter weapon; if that opponent takes any action other than backing away or Dodging he loses his Defense against your character’s next attack.<br />
**Strike and Develop (•••): Your character stabs an opponent with her weapon then turns the blade before removing it, leaving a more grisly wound. Attacks made with her weapon that inflict lethal damage causes the victim to bleed out, causing one point of lethal damage for a number of turns equal to her successes on the attack roll. Subsequent attacks can add to the total number of turns but never cause more than one point of lethal damage per turn in bleeding to the victim. She loses her Defense any turn she uses this maneuver. Drawback: Spend a point of Willpower to activate this maneuver.<br />
*Phalanx Fighter: Your character is trained to wield a spear alongside a shield. She does not increase her spear’s Strength requirement for using it one-handed as long as she’s also using a shield. She can use a spear for any Weapon and Shield maneuvers.<br />
<br />
==XXX (Familiar)==<br />
===Sabrefang (''Kuk Uhur'') (Rank 1 Nature Spirit)===<br />
[[Image:Sabrefang-familiar.jpg|right|thumb]]<br />
'''Choir of Animals, Cats Descant'''<br><br />
'''Attributes:''' Power 3 • Finesse 3 • Resistance 2<br><br />
'''Essence:''' 10 • '''Corpus:''' 6 • '''Willpower:''' 5 • '''Initiative:''' 5 • '''Defense:''' 3 • '''Speed:''' 16 • '''Size:''' 4<br><br />
'''Ban:''' Cannot enter the lair of another apex predator.<br><br />
'''Bane:''' Teeth and claws of natural predators<br><br />
* ''Contact:'' Must spend 1 WP and make a Power + Resistance roll, at a -[Rank] penalty.<br />
* ''Solidity:'' Solid while spirit is in Twilight<br />
* ''Touch:'' Inflicts 1A while Materialized, and causes Materialized Condition to end. If non-Materialized, inflicts 1L. Inflicts 1L if Fetter touches bane.<br />
* ''Weapon:'' If employed as a weapon, inflicts aggravated for Materialized, or lethal otherwise.<br />
'''Combat:''' ''Power + Finesse'' to attack • Inflict bashing damage<br />
* ''Twilight:'' May only attack and be attacked by other spirits.<br />
* ''Corpus Loss to Lethal or Aggravated:'' If Essence remains, dissolves and enters hibernation in a Conditioned location. If no Essence remains, it is destroyed.<br />
'''Influence:''' Hunting •<br />
* ''1 Essence'' • Roll ''Power + Finesse'' • Add to Defense, make an emotion stronger, or add Rank to Health or Structure for individuals connected to them. <br />
'''Manifestations'''<br />
* ''Discorporate:'' No cost. Spirit can discorporate as though it had lost all Corpus.<br />
* ''Familiar:'' No cost. Spirit is bonded to a mage, preventing Essence bleed. Spirit and mage have a Connected Sympathetic link, may use one another's senses with a reflexive action (casting magic through those senses requires a Reach for remote viewing but not Sympathetic Range Attainment), and can pass Mana and Essence between them (Essence > Mana loses 1 point in exchange). If discorporated, entity will reform in a location bearing the mage's Signature Nimbus. <br />
* ''Reaching:'' Spirit only • 1 Essence • Power + Finesse (- Gauntlet). Spirit applies the Reaching Condition to itself.<br />
'''Numina'''<br />
* ''Animal Control (R):'' 1 Essence; Power + Finesse – target’s Resolve. Spirit exerts control over an animal for the rest of the scene; may exert control over up to [Finesse] animals at once, activating this Numen for each animal.<br />
* ''Camouflage:'' 1 Essence. Spirit blends with background as long as it remains still; those trying to spot the spirit receive a penalty equal to Finesse.<br />
* ''Seek (R):'' 1–2 Essence; Finesse. Spirit detects an event or thing directly related to its influence. This is at a range of two miles, or twenty miles if it spends 2 Essence at activation.<br />
<br />
==Friends and Family==<br />
<br />
<br />
[[Image:MamaKing.jpg|left|thumb|'''Lori King''']]<br />
*Mom - Lan (Lori) King<br />
*Dad - Captain Walter King<br />
[[Image:WalterKing.jpg|right|thumb|'''Cpt. Walter King''']]<br />
*Grandma Minh Chau (Mary) Pham<br />
[[Image:GrandmaKing.jpg|left|thumb|'''Mary Pham''']]<br />
*Aunt Hoang (Holly) Pham<br><br />
[[Image:AuntHolly.jpg|right|thumb|'''Holly Pham''']]<br />
*Aunt Trang (Tammy) Pham<br><br />
[[Image:AuntTammy.jpg|left|thumb|'''Tammy Pham''']]<br />
*Aunt Linh (Lisa) Pham<br><br />
[[Image:AuntLisa.jpg|right|thumb|'''Lisa Pham''']]<br />
*Tenille is an orange Eurasier. Also a she.<br />
[[Image:Tenille.jpg|left|thumb|'''Tenille''']]<br />
<br />
==Experience==<br />
{{Template:MageExperiences<br />
|CurrentBeats=2<br />
|UnspentExperiences=1<br />
|SpentExperiences=6<br />
|Earned=x<br />
|Purchases=x<br />
|ArcaneBeats=2<br />
|ArcaneExperiences=1<br />
|ArcaneSpent=8<br />
}}<br />
<br />
==Lifestyle==<br />
[[Image:xxx.jpg|right|thumb|'''Apartment B14''']]<br />
A description of your characters day to day life. <br />
* '''Money:''' xxx<br />
* '''Clothing & Jewelry:''' xxx<br />
* '''Communication:''' xxx<br />
* '''Food:''' xxx<br />
* '''Housing:''' xxx<br />
* '''Days:''' xxx<br />
* '''Evenings:''' xxx<br />
<br />
==Experience==<br />
*0 skill points held in reserve<br />
*0 merit points held in reserve</div>Gyffeshttps://www.oakthorne.net/wiki/index.php?title=Dark_Room_Khamphong_King&diff=65793Dark Room Khamphong King2022-09-24T04:31:23Z<p>Gyffes: </p>
<hr />
<div>{{CoDMageCharacterSheet<br />
|Image=[[Image:Khamphong.jpg|center|350 px]]<br />
|CharacterName=Khamphong "Rose" King<br />
|Virtue=Good Samaritan<br />
|Vice=Rebellious<br />
|Aspirations=*Understand the Greenhouse, Raid Aegis Kai Doru Compound, *Rescue Alie and Nancy, *Learn about Mage Society<br />
|Path=Thyrsus<br />
|Order=x<br />
|Cabal=x<br />
|Obsessions=[[Portland in Shadow|Spirit map of Portland]], Understand my Destiny<br />
|Intelligence=3<br />
|Wits=2<br />
|Resolve=2<br />
|Strength=3<br />
|Dexterity=3<br />
|Stamina=4<br />
|Presence=2<br />
|Manipulation=1<br />
|Composure=3<br />
|MentalSkills=Academics 1, Crafts 1, Medicine 4 (Veterinary), Occult 3, Science 1<br />
|PhysicalSkills=Athletics 3, Brawl 2, Survival 2, Weaponry 4 (Knife; Spear; Staff)<br />
|SocialSkills=Animal Ken 3 (Wild), Empathy 1, Expression 1, Intimidation 1, Persuasion 1<br />
|MentalMerits=Area of Expertise (Knife; Spear; Staff), Favored Weapon (Dad's Ka-bar) (••), Holistic Awareness (•), Language (Vietnamese) (•), Language (French) (•), Object Fetishism (•)<br />
|PhysicalMerits=–<br />
|SocialMerits=–<br />
|CombatMerits=Armed Defense (•••••), Defensive Combat (Weaponry •), Spear and Bayonet (•••), Staff Fighting (••••)<br />
|AwakenedMerits=Destiny (•••), Familiar (••), Fetish: Snowdrop (••), (High Speech (•), Occultation (•), Shadow Name (••), The Dark Room (•)<br />
|Health=9<br />
|Willpower=5<br />
|Wisdom=7<br />
|Size=5<br />
|Speed=10<br />
|Defense=7<br />
|Armor=0<br />
|Initiative=6<br />
|Gnosis=1<br />
|Mana=10<br />
|Yantras=2<br />
|RitualInterval=3 Hours<br />
|ArcanaLimits=3/2<br />
|Paradox=1<br />
|CombinedSpells=1<br />
|ObsessionsNumber=1<br />
|Arcana=Life 2, Prime 1, Spirit 2<br />
|Rotes=0<br />
|Praxes=Speak with Beasts (Life 1), Sacred Geometry (Prime 1)<br />
|MagicalTools=x<br />
|Attainments=• '''Counterspell:''' Life & Spirit<br>• '''Improved Pattern Restoration:''' Heal bashing damage by spending 1 mana or lethal damage by spending 2. May scour Physical Attribute ratings without lowering derived Traits as a result.<br>• '''Life Armor:''' Add half [Life] to armor and Defense. Use higher of Wits and Dexterity as Defense.<br />
|NimbusTilt={{Tilt-Terror of the Huntress}}<br />
|MageSight={{MageSight-Thyrsus}}<br />
|Legacy=None<br />
|LegacyRulingArcanum=–<br />
|LegacyAttainments=–<br />
|LegacyYantras=–<br />
|LegacyOblations=–<br />
|Conditions=x<br />
<br />
}}<br />
__NOTOC__<br />
<br />
==Background==<br />
'''Age:''' 28<br><br />
Khamphong was born to a Vietnamese mother, and an American father in 1957. Her father was part of the Military Assistance Advisory Group, who were sent as the first wave of American involvement in the Vietnam Conflict in 1955. He was to train the Army of the Republic of Vietnam, as well as relieve the French of their military involvement in the area, as they had to be out of Vietnam in the following year, as per the Geneva Conference. <br />
===Downtime Life===<br />
* '''1976:''' Events of [[Maple Shade]], begins to investigate the disappearance of her father. Discovers he basically abandoned the family. Rose begins to work with Aegis kai Doru, and Shirley joins the hunt as well.<br />
* '''1977:''' Lori files for divorce after Rose finds out about her husband. She begins to go attend temple again with Mary. Rose and Shirley begin to travel further afield on the West Coast, hunting for the Aegis. They maintain a cover identity as a punk band.<br />
* '''1978:''' Holly marries a good Vietnamese boy from temple, and a huge wedding is thrown, to Grandmother's delight. Holly moves in with him and is rarely heard from.<br />
* '''1979:''' Lori meets Leonard "Lennie" Marfield at temple and the two begin dating, much to Rose's horror. Huntress - the band and team of hunters - is formed.<br />
* '''1980:''' Lori and Lennie marry. Grandmother dies. Shortly thereafter, Mt. St. Helens erupts. Tammy disappears shortly thereafter, though she calls from LA, where she is pursuing modeling and acting. Lisa moves in with Viv for a short period of time, who helps her enroll in an art university in San Francisco.<br />
* '''1981:''' x<br />
* '''1982:''' Tammy moves to Reno and establishes herself as an entertainer and entrepreneur.<br />
* '''1983:''' x<br />
* '''1984:''' x<br />
<br />
==Rumors==<br />
* <br />
<br />
==Personality==<br />
* '''Virtue:''' ''Good Samaritan''. Regain all spent Willpower when you stop everything you're doing to help someone else in their time of need, to the possible detriment of yourself.<br />
* '''Vice:''' ''Rebellious''. Regain one spent Willpower when you take an action in direct opposition of what you're told to do.<br />
<br />
* '''Aspirations:''' <br />
** <br />
** <br />
** <br />
** <br />
** <br />
<br />
* '''Integrity: 7'''<br />
* '''Breaking Points:'''<br />
** What is the worst thing your character has personally done? <br />
** What is the worst thing your character can imagine themselves doing?<br />
** What is the worst thing your character has experienced that someone else has done?<br />
** What has your character forgotten?<br />
** What is the most traumatic thing that's ever happened to your character?<br />
<br />
===Equipment===<br />
* '''Possessions''' <br />
**1969 Black Subaru Sambar Van<br />
* '''Armor'''<br />
**SCA Heavy Fighting Armor (Rat 3/2, Str 3, Defense -2, Spd -3) [Torso, Arms]<br />
**Helmet (Rat 2/1, -1 to sight- and hearing-based Perception rolls.) [Head]<br />
**Riot Gear (3/5, Str 2, Def -2, Spd -1) [Torso, Arms, Legs]<br />
* '''Weapons''' <br />
**SCA Heavy Fighting Spear (Dam +1, Init -1, Str 2, Size 4) [Knockdown, Reach, Two-Handed]<br><br />
**SCA Heavy Fighting Sword (Dam +2, Init -2, Str 2, Size 2) [Stun]<br />
**Spear (Dam +2, Init -2, Str 2, Size 4) [Reach, Two-Handed]<br> <br />
**Large Shield (Dam +2, Init -4, Str 3, Size 3) [Concealed]<br> <br />
**Dad's Ka-Bar (Dam +1, Init -1, Str 1, Size 2) [Enhance: Crafts or Survival]<br><br />
* '''The Caller's Wand:''' ''Path Tool''. A wand wrought of kassiterum, in the shape of spiralling vines. +1 Path Tool Yantra, +2 on summoning spells. Touching an ephemeral entity with it causes the loss of 1 Essence.<br />
* '''The Puffball Stone:''' ''Grimoire ••''. A rough stone covered with small puffball fungi. When eaten, causes hallucinogenic experience that inflicts the Insensate Tilt for one hour (except that you can take spellcasting actions). The trip reveals the four rotes contained within this "grimoire" – in order to benefit from spellcasting rotes, must be tripping. If you ever spend Merits on purchasing the grimoire, you can use this drug without gaining the Insensate Tilt, and in fact being high while using it counts as a +1 environmental Yantra. Produces one dose per day, maxing out at 8 doses; a harvested dose lasts 24 hours before going bad. ''Rotes:'' Body Control (Life •• + Survival), Mutable Mask (Life •• + Empathy), Many Faces (Life ••• + Athletics), Transform Life (Life ••• + Medicine)<br />
* '''Griefwort:''' ''Healing Herb''. A unique plant that functions well for healing both mundane and magical. A character is treated as though they had the Holistic Awareness Merit if they have any doses of griefwort, and characters with that Merit may use a dose of griefwort to gain a +2 equipment bonus to Medicine checks with it. It may also be used as a +2 sacrament Yantra for spells that heal or strengthen the physical body in some way. The patch of griefwort has up to 12 doses at a time, regaining 1d10 doses per week; a harvested dose lasts one week before going bad.<br />
* '''The Font Tree:''' ''Locus •''. A tree that seems to have grown up around a spring of water, forming a pool in the "well" in the trunk. This is a one-dot locus with a Vibrance Resonance, generating 3 Essence per day.<br />
* '''Other Notes:'''<br />
<br />
===Relics===<br />
* '''''Snowdrop'' (••):''' An ancient weapon wielded by Vietnamese Buddhist sages who fought witches and shapeshifters. Like the snowdrop that hides beneath the snow, waiting to pop up to herald the spring, this blade hides itself from those seeking it. Snowdrop has been a familial relic in Rose's mother's family for generations.<br />
** '''The Hidden Blossom:''' Those who are not looking for a weapon explicitly simply miss seeing it entirely, their gaze passing over it. If someone is actively searching for the blade (visually or by a pat-down), it inflicts a -3 penalty to their attempts to do so.<br />
** '''The Blossom in Spring:''' Though it seems to be a slightly strange spade-headed dagger most of the time, like the snowdrop popping up through the snow, this blade's wooden hilt can be commanded to extend into a full spear! Spend 1 Willpower to turn it from a knife into a spear. Use the normal traits for each.<br />
<br />
===Conditions===<br />
*xxx<br />
<br />
==Merit Details==<br />
* Retainer (••••): Shirley Slaughter (Street Kid)<br />
* Area of Expertise (Spear)<br />
* Language (Vietnamese): Character can speak, read, and write in Vietnamese.<br />
* Language (French): Character can speak, read, and write in French<br />
* Weapon and Shield <br />
**Shield Bash (•): Your character slams her shield into an oncoming opponent, disrupting his attack. When Dodging add her shield’s Size to her pool. If she reduces an opponent’s attack successes to 0 then any additional successes inflict bashing damage.<br />
**Boar's Snout (••): Your character throws everything into a forward charge, trusting in her shield to protect her. Using a weapon and shield, your character can all-out attack and retain her shield’s Size bonus to Defense for the turn. If this maneuver is used the same turn by other allies with shields, then add an additional +1 to Defense for each.<br />
**Pin Weapon (•••): Your character uses her shield to trap an opponent’s weapon. If an opponent misses a melee attack against your character he is automatically disarmed.<br />
**Tortoise Shell (••••): Your character knows how to position herself so that she’s completely protected by her shield. When using a shield she is considered behind cover with Durability equal to the shield’s size plus one for each shield-wielding ally in her immediate vicinity.<br />
* Spear and Bayonet<br />
**Firm Footing (•): Your character braces herself with her weapon to skewer a charging opponent. Any opponent attempting an all-out or charge attack against your character takes her weapon’s damage automatically before he makes his attack roll. Armor subtracts from this, but then will not apply to any attacks your character makes in the same turn.<br />
**Keep at Bay (••): Your character can threaten an opponent with her weapon to prevent maneuvering. Choose an opponent with a shorter weapon; if that opponent takes any action other than backing away or Dodging he loses his Defense against your character’s next attack.<br />
**Strike and Develop (•••): Your character stabs an opponent with her weapon then turns the blade before removing it, leaving a more grisly wound. Attacks made with her weapon that inflict lethal damage causes the victim to bleed out, causing one point of lethal damage for a number of turns equal to her successes on the attack roll. Subsequent attacks can add to the total number of turns but never cause more than one point of lethal damage per turn in bleeding to the victim. She loses her Defense any turn she uses this maneuver. Drawback: Spend a point of Willpower to activate this maneuver.<br />
*Phalanx Fighter: Your character is trained to wield a spear alongside a shield. She does not increase her spear’s Strength requirement for using it one-handed as long as she’s also using a shield. She can use a spear for any Weapon and Shield maneuvers.<br />
<br />
==XXX (Familiar)==<br />
===Sabrefang (''Kuk Uhur'') (Rank 1 Nature Spirit)===<br />
[[Image:Sabrefang-familiar.jpg|right|thumb]]<br />
'''Choir of Animals, Cats Descant'''<br><br />
'''Attributes:''' Power 3 • Finesse 3 • Resistance 2<br><br />
'''Essence:''' 10 • '''Corpus:''' 6 • '''Willpower:''' 5 • '''Initiative:''' 5 • '''Defense:''' 3 • '''Speed:''' 16 • '''Size:''' 4<br><br />
'''Ban:''' Cannot enter the lair of another apex predator.<br><br />
'''Bane:''' Teeth and claws of natural predators<br><br />
* ''Contact:'' Must spend 1 WP and make a Power + Resistance roll, at a -[Rank] penalty.<br />
* ''Solidity:'' Solid while spirit is in Twilight<br />
* ''Touch:'' Inflicts 1A while Materialized, and causes Materialized Condition to end. If non-Materialized, inflicts 1L. Inflicts 1L if Fetter touches bane.<br />
* ''Weapon:'' If employed as a weapon, inflicts aggravated for Materialized, or lethal otherwise.<br />
'''Combat:''' ''Power + Finesse'' to attack • Inflict bashing damage<br />
* ''Twilight:'' May only attack and be attacked by other spirits.<br />
* ''Corpus Loss to Lethal or Aggravated:'' If Essence remains, dissolves and enters hibernation in a Conditioned location. If no Essence remains, it is destroyed.<br />
'''Influence:''' Hunting •<br />
* ''1 Essence'' • Roll ''Power + Finesse'' • Add to Defense, make an emotion stronger, or add Rank to Health or Structure for individuals connected to them. <br />
'''Manifestations'''<br />
* ''Discorporate:'' No cost. Spirit can discorporate as though it had lost all Corpus.<br />
* ''Familiar:'' No cost. Spirit is bonded to a mage, preventing Essence bleed. Spirit and mage have a Connected Sympathetic link, may use one another's senses with a reflexive action (casting magic through those senses requires a Reach for remote viewing but not Sympathetic Range Attainment), and can pass Mana and Essence between them (Essence > Mana loses 1 point in exchange). If discorporated, entity will reform in a location bearing the mage's Signature Nimbus. <br />
* ''Reaching:'' Spirit only • 1 Essence • Power + Finesse (- Gauntlet). Spirit applies the Reaching Condition to itself.<br />
'''Numina'''<br />
* ''Animal Control (R):'' 1 Essence; Power + Finesse – target’s Resolve. Spirit exerts control over an animal for the rest of the scene; may exert control over up to [Finesse] animals at once, activating this Numen for each animal.<br />
* ''Camouflage:'' 1 Essence. Spirit blends with background as long as it remains still; those trying to spot the spirit receive a penalty equal to Finesse.<br />
* ''Seek (R):'' 1–2 Essence; Finesse. Spirit detects an event or thing directly related to its influence. This is at a range of two miles, or twenty miles if it spends 2 Essence at activation.<br />
<br />
==Friends and Family==<br />
<br />
<br />
[[Image:MamaKing.jpg|left|thumb|'''Lori King''']]<br />
*Mom - Lan (Lori) King<br />
*Dad - Captain Walter King<br />
[[Image:WalterKing.jpg|right|thumb|'''Cpt. Walter King''']]<br />
*Grandma Minh Chau (Mary) Pham<br />
[[Image:GrandmaKing.jpg|left|thumb|'''Mary Pham''']]<br />
*Aunt Hoang (Holly) Pham<br><br />
[[Image:AuntHolly.jpg|right|thumb|'''Holly Pham''']]<br />
*Aunt Trang (Tammy) Pham<br><br />
[[Image:AuntTammy.jpg|left|thumb|'''Tammy Pham''']]<br />
*Aunt Linh (Lisa) Pham<br><br />
[[Image:AuntLisa.jpg|right|thumb|'''Lisa Pham''']]<br />
*Tenille is an orange Eurasier. Also a she.<br />
[[Image:Tenille.jpg|left|thumb|'''Tenille''']]<br />
<br />
==Experience==<br />
{{Template:MageExperiences<br />
|CurrentBeats=2<br />
|UnspentExperiences=1<br />
|SpentExperiences=6<br />
|Earned=x<br />
|Purchases=x<br />
|ArcaneBeats=1<br />
|ArcaneExperiences=1<br />
|ArcaneSpent=8<br />
}}<br />
<br />
==Lifestyle==<br />
[[Image:xxx.jpg|right|thumb|'''Apartment B14''']]<br />
A description of your characters day to day life. <br />
* '''Money:''' xxx<br />
* '''Clothing & Jewelry:''' xxx<br />
* '''Communication:''' xxx<br />
* '''Food:''' xxx<br />
* '''Housing:''' xxx<br />
* '''Days:''' xxx<br />
* '''Evenings:''' xxx<br />
<br />
==Experience==<br />
*0 skill points held in reserve<br />
*0 merit points held in reserve</div>Gyffeshttps://www.oakthorne.net/wiki/index.php?title=Dark_Room_Khamphong_King&diff=65701Dark Room Khamphong King2022-08-20T03:38:15Z<p>Gyffes: /* Experience */</p>
<hr />
<div>{{CoDMageCharacterSheet<br />
|Image=[[Image:Khamphong.jpg|center|350 px]]<br />
|CharacterName=Khamphong "Rose" King<br />
|Virtue=Good Samaritan<br />
|Vice=Rebellious<br />
|Aspirations=*Understand the Greenhouse, Raid Aegis Kai Doru Compound, *Rescue Alie and Nancy, *Learn about Mage Society<br />
|Path=Thyrsus<br />
|Order=x<br />
|Cabal=x<br />
|Obsessions=[[Portland in Shadow|Spirit map of Portland]], Understand my Destiny<br />
|Intelligence=3<br />
|Wits=2<br />
|Resolve=2<br />
|Strength=3<br />
|Dexterity=3<br />
|Stamina=4<br />
|Presence=2<br />
|Manipulation=1<br />
|Composure=3<br />
|MentalSkills=Academics 1, Crafts 1, Medicine 4 (Veterinary), Occult 3, Science 1<br />
|PhysicalSkills=Athletics 3, Brawl 2, Survival 2, Weaponry 4 (Knife; Spear; Staff)<br />
|SocialSkills=Animal Ken 3 (Wild), Empathy 1, Expression 1, Intimidation 1, Persuasion 1<br />
|MentalMerits=Area of Expertise (Knife; Spear; Staff), Favored Weapon (Dad's Ka-bar) (••), Holistic Awareness (•), Language (Vietnamese) (•), Language (French) (•), Object Fetishism (•)<br />
|PhysicalMerits=–<br />
|SocialMerits=–<br />
|CombatMerits=Armed Defense (•••••), Defensive Combat (Weaponry •), Spear and Bayonet (•••), Staff Fighting (••••)<br />
|AwakenedMerits=Destiny (•••), Familiar (••), Fetish: Snowdrop (••), (High Speech (•), Occultation (•), Shadow Name (••), The Dark Room (•)<br />
|Health=9<br />
|Willpower=5<br />
|Wisdom=7<br />
|Size=5<br />
|Speed=10<br />
|Defense=7<br />
|Armor=0<br />
|Initiative=6<br />
|Gnosis=1<br />
|Mana=10<br />
|Yantras=2<br />
|RitualInterval=3 Hours<br />
|ArcanaLimits=3/2<br />
|Paradox=1<br />
|CombinedSpells=1<br />
|ObsessionsNumber=1<br />
|Arcana=Life 2, Prime 1, Spirit 2<br />
|Rotes=0<br />
|Praxes=Speak with Beasts (Life 1), Sacred Geometry (Prime 1)<br />
|MagicalTools=x<br />
|Attainments=• '''Counterspell:''' Life & Spirit<br>• '''Improved Pattern Restoration:''' Heal bashing damage by spending 1 mana or lethal damage by spending 2. May scour Physical Attribute ratings without lowering derived Traits as a result.<br>• '''Life Armor:''' Add half [Life] to armor and Defense. Use higher of Wits and Dexterity as Defense.<br />
|NimbusTilt={{Tilt-Terror of the Huntress}}<br />
|MageSight={{MageSight-Thyrsus}}<br />
|Legacy=None<br />
|LegacyRulingArcanum=–<br />
|LegacyAttainments=–<br />
|LegacyYantras=–<br />
|LegacyOblations=–<br />
|Conditions=x<br />
<br />
}}<br />
__NOTOC__<br />
<br />
==Background==<br />
'''Age:''' 28<br><br />
Khamphong was born to a Vietnamese mother, and an American father in 1957. Her father was part of the Military Assistance Advisory Group, who were sent as the first wave of American involvement in the Vietnam Conflict in 1955. He was to train the Army of the Republic of Vietnam, as well as relieve the French of their military involvement in the area, as they had to be out of Vietnam in the following year, as per the Geneva Conference. <br />
===Downtime Life===<br />
* '''1976:''' Events of [[Maple Shade]], begins to investigate the disappearance of her father. Discovers he basically abandoned the family. Rose begins to work with Aegis kai Doru, and Shirley joins the hunt as well.<br />
* '''1977:''' Lori files for divorce after Rose finds out about her husband. She begins to go attend temple again with Mary. Rose and Shirley begin to travel further afield on the West Coast, hunting for the Aegis. They maintain a cover identity as a punk band.<br />
* '''1978:''' Holly marries a good Vietnamese boy from temple, and a huge wedding is thrown, to Grandmother's delight. Holly moves in with him and is rarely heard from.<br />
* '''1979:''' Lori meets Leonard "Lennie" Marfield at temple and the two begin dating, much to Rose's horror. Huntress - the band and team of hunters - is formed.<br />
* '''1980:''' Lori and Lennie marry. Grandmother dies. Shortly thereafter, Mt. St. Helens erupts. Tammy disappears shortly thereafter, though she calls from LA, where she is pursuing modeling and acting. Lisa moves in with Viv for a short period of time, who helps her enroll in an art university in San Francisco.<br />
* '''1981:''' x<br />
* '''1982:''' Tammy moves to Reno and establishes herself as an entertainer and entrepreneur.<br />
* '''1983:''' x<br />
* '''1984:''' x<br />
<br />
==Rumors==<br />
* <br />
<br />
==Personality==<br />
* '''Virtue:''' ''Good Samaritan''. Regain all spent Willpower when you stop everything you're doing to help someone else in their time of need, to the possible detriment of yourself.<br />
* '''Vice:''' ''Rebellious''. Regain one spent Willpower when you take an action in direct opposition of what you're told to do.<br />
<br />
* '''Aspirations:''' <br />
** <br />
** <br />
** <br />
** <br />
** <br />
<br />
* '''Integrity: 7'''<br />
* '''Breaking Points:'''<br />
** What is the worst thing your character has personally done? <br />
** What is the worst thing your character can imagine themselves doing?<br />
** What is the worst thing your character has experienced that someone else has done?<br />
** What has your character forgotten?<br />
** What is the most traumatic thing that's ever happened to your character?<br />
<br />
===Equipment===<br />
* '''Possessions''' <br />
**1969 Black Subaru Sambar Van<br />
* '''Armor'''<br />
**SCA Heavy Fighting Armor (Rat 3/2, Str 3, Defense -2, Spd -3) [Torso, Arms]<br />
**Helmet (Rat 2/1, -1 to sight- and hearing-based Perception rolls.) [Head]<br />
**Riot Gear (3/5, Str 2, Def -2, Spd -1) [Torso, Arms, Legs]<br />
* '''Weapons''' <br />
**SCA Heavy Fighting Spear (Dam +1, Init -1, Str 2, Size 4) [Knockdown, Reach, Two-Handed]<br><br />
**SCA Heavy Fighting Sword (Dam +2, Init -2, Str 2, Size 2) [Stun]<br />
**Spear (Dam +2, Init -2, Str 2, Size 4) [Reach, Two-Handed]<br> <br />
**Large Shield (Dam +2, Init -4, Str 3, Size 3) [Concealed]<br> <br />
**Dad's Ka-Bar (Dam +1, Init -1, Str 1, Size 2) [Enhance: Crafts or Survival]<br><br />
* '''The Caller's Wand:''' ''Path Tool''. A wand wrought of kassiterum, in the shape of spiralling vines. +1 Path Tool Yantra, +2 on summoning spells. Touching an ephemeral entity with it causes the loss of 1 Essence.<br />
* '''The Puffball Stone:''' ''Grimoire ••''. A rough stone covered with small puffball fungi. When eaten, causes hallucinogenic experience that inflicts the Insensate Tilt for one hour (except that you can take spellcasting actions). The trip reveals the four rotes contained within this "grimoire" – in order to benefit from spellcasting rotes, must be tripping. If you ever spend Merits on purchasing the grimoire, you can use this drug without gaining the Insensate Tilt, and in fact being high while using it counts as a +1 environmental Yantra. Produces one dose per day, maxing out at 8 doses; a harvested dose lasts 24 hours before going bad. ''Rotes:'' Body Control (Life •• + Survival), Mutable Mask (Life •• + Empathy), Many Faces (Life ••• + Athletics), Transform Life (Life ••• + Medicine)<br />
* '''Griefwort:''' ''Healing Herb''. A unique plant that functions well for healing both mundane and magical. A character is treated as though they had the Holistic Awareness Merit if they have any doses of griefwort, and characters with that Merit may use a dose of griefwort to gain a +2 equipment bonus to Medicine checks with it. It may also be used as a +2 sacrament Yantra for spells that heal or strengthen the physical body in some way. The patch of griefwort has up to 12 doses at a time, regaining 1d10 doses per week; a harvested dose lasts one week before going bad.<br />
* '''The Font Tree:''' ''Locus •''. A tree that seems to have grown up around a spring of water, forming a pool in the "well" in the trunk. This is a one-dot locus with a Vibrance Resonance, generating 3 Essence per day.<br />
* '''Other Notes:'''<br />
<br />
===Relics===<br />
* '''''Snowdrop'' (••):''' An ancient weapon wielded by Vietnamese Buddhist sages who fought witches and shapeshifters. Like the snowdrop that hides beneath the snow, waiting to pop up to herald the spring, this blade hides itself from those seeking it. Snowdrop has been a familial relic in Rose's mother's family for generations.<br />
** '''The Hidden Blossom:''' Those who are not looking for a weapon explicitly simply miss seeing it entirely, their gaze passing over it. If someone is actively searching for the blade (visually or by a pat-down), it inflicts a -3 penalty to their attempts to do so.<br />
** '''The Blossom in Spring:''' Though it seems to be a slightly strange spade-headed dagger most of the time, like the snowdrop popping up through the snow, this blade's wooden hilt can be commanded to extend into a full spear! Spend 1 Willpower to turn it from a knife into a spear. Use the normal traits for each.<br />
<br />
===Conditions===<br />
*xxx<br />
<br />
==Merit Details==<br />
* Retainer (••••): Shirley Slaughter (Street Kid)<br />
* Area of Expertise (Spear)<br />
* Language (Vietnamese): Character can speak, read, and write in Vietnamese.<br />
* Language (French): Character can speak, read, and write in French<br />
* Weapon and Shield <br />
**Shield Bash (•): Your character slams her shield into an oncoming opponent, disrupting his attack. When Dodging add her shield’s Size to her pool. If she reduces an opponent’s attack successes to 0 then any additional successes inflict bashing damage.<br />
**Boar's Snout (••): Your character throws everything into a forward charge, trusting in her shield to protect her. Using a weapon and shield, your character can all-out attack and retain her shield’s Size bonus to Defense for the turn. If this maneuver is used the same turn by other allies with shields, then add an additional +1 to Defense for each.<br />
**Pin Weapon (•••): Your character uses her shield to trap an opponent’s weapon. If an opponent misses a melee attack against your character he is automatically disarmed.<br />
**Tortoise Shell (••••): Your character knows how to position herself so that she’s completely protected by her shield. When using a shield she is considered behind cover with Durability equal to the shield’s size plus one for each shield-wielding ally in her immediate vicinity.<br />
* Spear and Bayonet<br />
**Firm Footing (•): Your character braces herself with her weapon to skewer a charging opponent. Any opponent attempting an all-out or charge attack against your character takes her weapon’s damage automatically before he makes his attack roll. Armor subtracts from this, but then will not apply to any attacks your character makes in the same turn.<br />
**Keep at Bay (••): Your character can threaten an opponent with her weapon to prevent maneuvering. Choose an opponent with a shorter weapon; if that opponent takes any action other than backing away or Dodging he loses his Defense against your character’s next attack.<br />
**Strike and Develop (•••): Your character stabs an opponent with her weapon then turns the blade before removing it, leaving a more grisly wound. Attacks made with her weapon that inflict lethal damage causes the victim to bleed out, causing one point of lethal damage for a number of turns equal to her successes on the attack roll. Subsequent attacks can add to the total number of turns but never cause more than one point of lethal damage per turn in bleeding to the victim. She loses her Defense any turn she uses this maneuver. Drawback: Spend a point of Willpower to activate this maneuver.<br />
*Phalanx Fighter: Your character is trained to wield a spear alongside a shield. She does not increase her spear’s Strength requirement for using it one-handed as long as she’s also using a shield. She can use a spear for any Weapon and Shield maneuvers.<br />
<br />
==XXX (Familiar)==<br />
===Sabrefang (''Kuk Uhur'') (Rank 1 Nature Spirit)===<br />
[[Image:Sabrefang-familiar.jpg|right|thumb]]<br />
'''Choir of Animals, Cats Descant'''<br><br />
'''Attributes:''' Power 3 • Finesse 3 • Resistance 2<br><br />
'''Essence:''' 10 • '''Corpus:''' 6 • '''Willpower:''' 5 • '''Initiative:''' 5 • '''Defense:''' 3 • '''Speed:''' 16 • '''Size:''' 4<br><br />
'''Ban:''' Cannot enter the lair of another apex predator.<br><br />
'''Bane:''' Teeth and claws of natural predators<br><br />
* ''Contact:'' Must spend 1 WP and make a Power + Resistance roll, at a -[Rank] penalty.<br />
* ''Solidity:'' Solid while spirit is in Twilight<br />
* ''Touch:'' Inflicts 1A while Materialized, and causes Materialized Condition to end. If non-Materialized, inflicts 1L. Inflicts 1L if Fetter touches bane.<br />
* ''Weapon:'' If employed as a weapon, inflicts aggravated for Materialized, or lethal otherwise.<br />
'''Combat:''' ''Power + Finesse'' to attack • Inflict bashing damage<br />
* ''Twilight:'' May only attack and be attacked by other spirits.<br />
* ''Corpus Loss to Lethal or Aggravated:'' If Essence remains, dissolves and enters hibernation in a Conditioned location. If no Essence remains, it is destroyed.<br />
'''Influence:''' Hunting •<br />
* ''1 Essence'' • Roll ''Power + Finesse'' • Add to Defense, make an emotion stronger, or add Rank to Health or Structure for individuals connected to them. <br />
'''Manifestations'''<br />
* ''Discorporate:'' No cost. Spirit can discorporate as though it had lost all Corpus.<br />
* ''Familiar:'' No cost. Spirit is bonded to a mage, preventing Essence bleed. Spirit and mage have a Connected Sympathetic link, may use one another's senses with a reflexive action (casting magic through those senses requires a Reach for remote viewing but not Sympathetic Range Attainment), and can pass Mana and Essence between them (Essence > Mana loses 1 point in exchange). If discorporated, entity will reform in a location bearing the mage's Signature Nimbus. <br />
* ''Reaching:'' Spirit only • 1 Essence • Power + Finesse (- Gauntlet). Spirit applies the Reaching Condition to itself.<br />
'''Numina'''<br />
* ''Animal Control (R):'' 1 Essence; Power + Finesse – target’s Resolve. Spirit exerts control over an animal for the rest of the scene; may exert control over up to [Finesse] animals at once, activating this Numen for each animal.<br />
* ''Camouflage:'' 1 Essence. Spirit blends with background as long as it remains still; those trying to spot the spirit receive a penalty equal to Finesse.<br />
* ''Seek (R):'' 1–2 Essence; Finesse. Spirit detects an event or thing directly related to its influence. This is at a range of two miles, or twenty miles if it spends 2 Essence at activation.<br />
<br />
==Friends and Family==<br />
<br />
<br />
[[Image:MamaKing.jpg|left|thumb|'''Lori King''']]<br />
*Mom - Lan (Lori) King<br />
*Dad - Captain Walter King<br />
[[Image:WalterKing.jpg|right|thumb|'''Cpt. Walter King''']]<br />
*Grandma Minh Chau (Mary) Pham<br />
[[Image:GrandmaKing.jpg|left|thumb|'''Mary Pham''']]<br />
*Aunt Hoang (Holly) Pham<br><br />
[[Image:AuntHolly.jpg|right|thumb|'''Holly Pham''']]<br />
*Aunt Trang (Tammy) Pham<br><br />
[[Image:AuntTammy.jpg|left|thumb|'''Tammy Pham''']]<br />
*Aunt Linh (Lisa) Pham<br><br />
[[Image:AuntLisa.jpg|right|thumb|'''Lisa Pham''']]<br />
*Tenille is an orange Eurasier. Also a she.<br />
[[Image:Tenille.jpg|left|thumb|'''Tenille''']]<br />
<br />
==Experience==<br />
{{Template:MageExperiences<br />
|CurrentBeats=1<br />
|UnspentExperiences=1<br />
|SpentExperiences=6<br />
|Earned=x<br />
|Purchases=x<br />
|ArcaneBeats=1<br />
|ArcaneExperiences=1<br />
|ArcaneSpent=8<br />
}}<br />
<br />
==Lifestyle==<br />
[[Image:xxx.jpg|right|thumb|'''Apartment B14''']]<br />
A description of your characters day to day life. <br />
* '''Money:''' xxx<br />
* '''Clothing & Jewelry:''' xxx<br />
* '''Communication:''' xxx<br />
* '''Food:''' xxx<br />
* '''Housing:''' xxx<br />
* '''Days:''' xxx<br />
* '''Evenings:''' xxx<br />
<br />
==Experience==<br />
*0 skill points held in reserve<br />
*0 merit points held in reserve</div>Gyffeshttps://www.oakthorne.net/wiki/index.php?title=WNH_Connections&diff=65631WNH Connections2022-07-29T06:00:49Z<p>Gyffes: /* Tal'Tich */</p>
<hr />
<div>==Amarath==<br />
1) Amarath was found floating on an asteroid fragment in the Halo, surviving on a tiny bubble of air caught by the asteroid's gravity. He refused to speak of how he got there, but it was evident to his rescuers that it had been a traumatic event. Who found him and brought him to Bral is as yet undetermined.<br />
* '''Motley:''' I spend a lot of time on crews and could have been among the crew that found you.<br />
** Perhaps Motley checked in on Amarath after the crew he had been serving on checked him into the House of Compassion, and they went out to explore the Rock? Amarath was looking for business leads (and Motley would have understood from that that Amarath had concerns about making a living), but they mostly ended up watching street performers and the like, per your #4.<br />
<br />
2) Amarath knew nothing of Bral, so his rescuers took him to the House of Compassion to convalesce. While there, his own training allowed him to help in the treatment of others in thanks for the asylum's care. The House also provided Amarath with his first guidance in learning life on the Rock of Bral.<br />
* '''Tal'Tich:''' make the most sense for me as, Tal'Tich has also spent some time in the House of Compassion.<br />
** Would Amarath have been involved in treating Tal'Tich? I don't know why he was there. But since they're both newcomers to the Rock, perhaps the House of Compassion tour guided both of them together?<br />
*** That could work. I also suspect that Amaranth has been on Bral longer then Tal'Tich, so being involved in his treatment would make a lot of sense.<br />
<br />
3) His association with the House of Compassion brought him into contact with Madame Barmetta, whom he helped with an as yet undetermined medical need. She desired discretion in the matter, so only a handful of people ever knew about it.<br />
* '''Bricky:''' make sense for me, as I know more of Lady Barmetta's biznezz<br />
** I've been leaving whatever Madame Barmetta needed up to Joe, but I was thinking that because he's also a jewelcrafting, it might have involved some mineral treatment that he happened to have specialized knowledge of. Perhaps you were engaged in finding someone who knew of the proper treatment for whatever it was?<br />
<br />
4) Outside of his work as a priest and healer, Amarath is also a trained jewelcrafter, and he had put out some feelers for work as a means to support himself after leaving the House of Compassion.<br />
<br />
==Motley==<br />
1. I never would have guessed that a tortle would have a thin skin, but there is nothing like a brawl in Bral. Thanks to you, I didn't even spill my beer. The next one's on me.<br />
<br />
2. No, I wasn't lost. I was asking directions from the locals because I like meeting people. I don't even think they got that angry, running was just a more efficient way of getting back to the spelljammer. Anyway, all I'm saying is we got back just fine and you've got a good story to tell.<br />
<br />
3. Look. I know you saw me swipe the keys off that slaver. Thanks for not turning me in. Yes I have a reason, no I don't want to talk about it. Not now, at least.<br />
* '''Bricky:''' "Listen, I don't need you to explain it. Your crime is your own business, just like mine is my own. If they're rich enough and possess enough hubris to ''own'' another person or people, they deserve every loss they receive. You count me in when you decide they need to lose everything."<br />
<br />
4. While Motley would never admit it, he loves music and art in general. He claims to like window shopping at the market to spend the money he doesn’t have yet. You went with him once and noticed he spent more time watching the street performers than looking at merchandise.<br />
* '''Amarath:''' Perhaps Motley checked in on Amarath after the crew he had been serving on checked him into the House of Compassion, and they went out to explore the Rock? Amarath was looking for business leads (and Motley would have understood from that that Amarath had concerns about making a living), but they mostly ended up watching street performers and the like, per your #4.<br />
<br />
==Tal'Tich==<br />
1. Tal'Tich collapsed after his most recent return to Bral. He was taken to the House of Compassion to be cared for. This is where he met Amaranth and possibly others. <br />
<br />
2. On board the Hammership "Predator" Tal'Tich plotted a course that stopped at a small asteroid to refresh air and pick up some water. The asteroid was filled with Gibbering Mouthers, and the crew barely escaped without anyone dying. There was so much slime. Perhaps one of you were on that crew. <br />
* '''Motley:''' I could have been there for number 2.<br />
<br />
3. Tal'Tich has a small collection of potted desert plants, including a few that bear small fruits and berries. He occasionally takes goodberries from the plant and distributes them to the poorest of Bral. Maybe you have seen him do this or also help the poor. <br />
* '''Bricky:''' I appreciate the care and time you take to raise and nurture these plants, and do my best to learn what I can. I also try to urge Tal'Tich to go and take their poor-feeding-tours through Goblin Town as much as possible.<br />
4. You saw Tal'Tich when he stumbled upon the food stall "Pippin's Hot pies" and saw him rear up in terror of the halfling proprietor. Maybe you explained to him carefully that Pippin doesn't chop people to put into the pies. Or maybe you made fun of him by helping to perpetuate his prejudices.<br />
<br />
==Bricky==<br />
<br />
1. Word was floating around The Rampant Lion that Bricky had his sights set on liberating some rarer goods from one of many traveling merchant vessels coming through The Rock of Bral. Things did not go according to plan, but nobody got hurt or identified. Bricky remains optimistic and undeterred from trying again. Have you gone on one of these romps with Bricky, or maybe served as a lookout? Maybe you told him information that helped keep him alive, or maybe you're a dick who tipped off the merchant?<br />
<br />
2. Walking through Goblin Town, you're accidentally knocked into and jostled by a group of adolescent goblin children, playing a game and running through the streets. As they are departing, you realize every money of yours has been taken! You see them round a corner, and you shout at them to stop. You catch up to them just in time to see Bricky stand in their path and pronounce something in Goblin. They hand you back your money. Bricky says he works protection for the guests of The Rampant Lion. You don't believe him.<br />
<br />
3. After a rousing night electrifying fans, slamming arcane brews, and devouring all of the horsebread at The Laughing Beholder, Bricky is contented and exhausted. From across the bar, you watch as someone cozies up to him and engages him in conversation. You can't hear the words being said, but the pursuant seems very forward in their body language, and Bricky looks uncharacteristically uncomfortable. Do you step in to give him an out? Do you encourage the groupie? Do you just do nothing and let it play out, observing the awkward and abrupt end to the exchange as Bricky hurriedly runs away?<br />
<br />
4. Bricky has been making quite a stir lately in Goblin Town and surrounding burbs, holding events and raising funds for his charity house, ''Bricky's Little Green Babies: An Orphanage for Goblin Children''. He's trying to get his hands on some good leads (and property, and permits, and money, and connections), but keeps running into layers and layers of red tape at every turn. Maybe you know a guy who knows a guy who could help? Maybe you helped him navigate all the bureaucratic nonsense? Maybe you illuminated fliers for an event?</div>Gyffeshttps://www.oakthorne.net/wiki/index.php?title=WNH_Connections&diff=65630WNH Connections2022-07-29T05:57:39Z<p>Gyffes: /* Motley */</p>
<hr />
<div>==Amarath==<br />
1) Amarath was found floating on an asteroid fragment in the Halo, surviving on a tiny bubble of air caught by the asteroid's gravity. He refused to speak of how he got there, but it was evident to his rescuers that it had been a traumatic event. Who found him and brought him to Bral is as yet undetermined.<br />
* '''Motley:''' I spend a lot of time on crews and could have been among the crew that found you.<br />
** Perhaps Motley checked in on Amarath after the crew he had been serving on checked him into the House of Compassion, and they went out to explore the Rock? Amarath was looking for business leads (and Motley would have understood from that that Amarath had concerns about making a living), but they mostly ended up watching street performers and the like, per your #4.<br />
<br />
2) Amarath knew nothing of Bral, so his rescuers took him to the House of Compassion to convalesce. While there, his own training allowed him to help in the treatment of others in thanks for the asylum's care. The House also provided Amarath with his first guidance in learning life on the Rock of Bral.<br />
* '''Tal'Tich:''' make the most sense for me as, Tal'Tich has also spent some time in the House of Compassion.<br />
** Would Amarath have been involved in treating Tal'Tich? I don't know why he was there. But since they're both newcomers to the Rock, perhaps the House of Compassion tour guided both of them together?<br />
*** That could work. I also suspect that Amaranth has been on Bral longer then Tal'Tich, so being involved in his treatment would make a lot of sense.<br />
<br />
3) His association with the House of Compassion brought him into contact with Madame Barmetta, whom he helped with an as yet undetermined medical need. She desired discretion in the matter, so only a handful of people ever knew about it.<br />
* '''Bricky:''' make sense for me, as I know more of Lady Barmetta's biznezz<br />
** I've been leaving whatever Madame Barmetta needed up to Joe, but I was thinking that because he's also a jewelcrafting, it might have involved some mineral treatment that he happened to have specialized knowledge of. Perhaps you were engaged in finding someone who knew of the proper treatment for whatever it was?<br />
<br />
4) Outside of his work as a priest and healer, Amarath is also a trained jewelcrafter, and he had put out some feelers for work as a means to support himself after leaving the House of Compassion.<br />
<br />
==Motley==<br />
1. I never would have guessed that a tortle would have a thin skin, but there is nothing like a brawl in Bral. Thanks to you, I didn't even spill my beer. The next one's on me.<br />
<br />
2. No, I wasn't lost. I was asking directions from the locals because I like meeting people. I don't even think they got that angry, running was just a more efficient way of getting back to the spelljammer. Anyway, all I'm saying is we got back just fine and you've got a good story to tell.<br />
<br />
3. Look. I know you saw me swipe the keys off that slaver. Thanks for not turning me in. Yes I have a reason, no I don't want to talk about it. Not now, at least.<br />
* '''Bricky:''' "Listen, I don't need you to explain it. Your crime is your own business, just like mine is my own. If they're rich enough and possess enough hubris to ''own'' another person or people, they deserve every loss they receive. You count me in when you decide they need to lose everything."<br />
<br />
4. While Motley would never admit it, he loves music and art in general. He claims to like window shopping at the market to spend the money he doesn’t have yet. You went with him once and noticed he spent more time watching the street performers than looking at merchandise.<br />
* '''Amarath:''' Perhaps Motley checked in on Amarath after the crew he had been serving on checked him into the House of Compassion, and they went out to explore the Rock? Amarath was looking for business leads (and Motley would have understood from that that Amarath had concerns about making a living), but they mostly ended up watching street performers and the like, per your #4.<br />
<br />
==Tal'Tich==<br />
1. Tal'Tich collapsed after his most recent return to Bral. He was taken to the House of Compassion to be cared for. This is where he met Amaranth and possibly others. <br />
<br />
2. On board the Hammership "Predator" Tal'Tich plotted a course that stopped at a small asteroid to refresh air and pick up some water. The asteroid was filled with Gibbering Mouthers, and the crew barely escaped without anyone dying. There was so much slime. Perhaps one of you were on that crew. <br />
* '''Motley:''' I could have been there for number 2.<br />
<br />
3. Tal'Tich has a small collection of potted desert plants, including a few that bear small fruits and berries. He occasionally takes goodberries from the plant and distributes them to the poorest of Bral. Maybe you have seen him do this or also help the poor. <br />
<br />
4. You saw Tal'Tich when he stumbled upon the food stall "Pippin's Hot pies" and saw him rear up in terror of the halfling proprietor. Maybe you explained to him carefully that Pippin doesn't chop people to put into the pies. Or maybe you made fun of him by helping to perpetuate his prejudices.<br />
<br />
==Bricky==<br />
<br />
1. Word was floating around The Rampant Lion that Bricky had his sights set on liberating some rarer goods from one of many traveling merchant vessels coming through The Rock of Bral. Things did not go according to plan, but nobody got hurt or identified. Bricky remains optimistic and undeterred from trying again. Have you gone on one of these romps with Bricky, or maybe served as a lookout? Maybe you told him information that helped keep him alive, or maybe you're a dick who tipped off the merchant?<br />
<br />
2. Walking through Goblin Town, you're accidentally knocked into and jostled by a group of adolescent goblin children, playing a game and running through the streets. As they are departing, you realize every money of yours has been taken! You see them round a corner, and you shout at them to stop. You catch up to them just in time to see Bricky stand in their path and pronounce something in Goblin. They hand you back your money. Bricky says he works protection for the guests of The Rampant Lion. You don't believe him.<br />
<br />
3. After a rousing night electrifying fans, slamming arcane brews, and devouring all of the horsebread at The Laughing Beholder, Bricky is contented and exhausted. From across the bar, you watch as someone cozies up to him and engages him in conversation. You can't hear the words being said, but the pursuant seems very forward in their body language, and Bricky looks uncharacteristically uncomfortable. Do you step in to give him an out? Do you encourage the groupie? Do you just do nothing and let it play out, observing the awkward and abrupt end to the exchange as Bricky hurriedly runs away?<br />
<br />
4. Bricky has been making quite a stir lately in Goblin Town and surrounding burbs, holding events and raising funds for his charity house, ''Bricky's Little Green Babies: An Orphanage for Goblin Children''. He's trying to get his hands on some good leads (and property, and permits, and money, and connections), but keeps running into layers and layers of red tape at every turn. Maybe you know a guy who knows a guy who could help? Maybe you helped him navigate all the bureaucratic nonsense? Maybe you illuminated fliers for an event?</div>Gyffeshttps://www.oakthorne.net/wiki/index.php?title=WNH_Connections&diff=65629WNH Connections2022-07-29T05:48:18Z<p>Gyffes: /* Bricky */</p>
<hr />
<div>==Amarath==<br />
1) Amarath was found floating on an asteroid fragment in the Halo, surviving on a tiny bubble of air caught by the asteroid's gravity. He refused to speak of how he got there, but it was evident to his rescuers that it had been a traumatic event. Who found him and brought him to Bral is as yet undetermined.<br />
* '''Motley:''' I spend a lot of time on crews and could have been among the crew that found you.<br />
** Perhaps Motley checked in on Amarath after the crew he had been serving on checked him into the House of Compassion, and they went out to explore the Rock? Amarath was looking for business leads (and Motley would have understood from that that Amarath had concerns about making a living), but they mostly ended up watching street performers and the like, per your #4.<br />
<br />
2) Amarath knew nothing of Bral, so his rescuers took him to the House of Compassion to convalesce. While there, his own training allowed him to help in the treatment of others in thanks for the asylum's care. The House also provided Amarath with his first guidance in learning life on the Rock of Bral.<br />
* '''Tal'Tich:''' make the most sense for me as, Tal'Tich has also spent some time in the House of Compassion.<br />
** Would Amarath have been involved in treating Tal'Tich? I don't know why he was there. But since they're both newcomers to the Rock, perhaps the House of Compassion tour guided both of them together?<br />
*** That could work. I also suspect that Amaranth has been on Bral longer then Tal'Tich, so being involved in his treatment would make a lot of sense.<br />
<br />
3) His association with the House of Compassion brought him into contact with Madame Barmetta, whom he helped with an as yet undetermined medical need. She desired discretion in the matter, so only a handful of people ever knew about it.<br />
* '''Bricky:''' make sense for me, as I know more of Lady Barmetta's biznezz<br />
** I've been leaving whatever Madame Barmetta needed up to Joe, but I was thinking that because he's also a jewelcrafting, it might have involved some mineral treatment that he happened to have specialized knowledge of. Perhaps you were engaged in finding someone who knew of the proper treatment for whatever it was?<br />
<br />
4) Outside of his work as a priest and healer, Amarath is also a trained jewelcrafter, and he had put out some feelers for work as a means to support himself after leaving the House of Compassion.<br />
<br />
==Motley==<br />
1. I never would have guessed that a tortle would have a thin skin, but there is nothing like a brawl in Bral. Thanks to you, I didn't even spill my beer. The next one's on me.<br />
<br />
2. No, I wasn't lost. I was asking directions from the locals because I like meeting people. I don't even think they got that angry, running was just a more efficient way of getting back to the spelljammer. Anyway, all I'm saying is we got back just fine and you've got a good story to tell.<br />
<br />
3. Look. I know you saw me swipe the keys off that slaver. Thanks for not turning me in. Yes I have a reason, no I don't want to talk about it. Not now, at least.<br />
<br />
4. While Motley would never admit it, he loves music and art in general. He claims to like window shopping at the market to spend the money he doesn’t have yet. You went with him once and noticed he spent more time watching the street performers than looking at merchandise.<br />
* '''Amarath:''' Perhaps Motley checked in on Amarath after the crew he had been serving on checked him into the House of Compassion, and they went out to explore the Rock? Amarath was looking for business leads (and Motley would have understood from that that Amarath had concerns about making a living), but they mostly ended up watching street performers and the like, per your #4.<br />
<br />
==Tal'Tich==<br />
1. Tal'Tich collapsed after his most recent return to Bral. He was taken to the House of Compassion to be cared for. This is where he met Amaranth and possibly others. <br />
<br />
2. On board the Hammership "Predator" Tal'Tich plotted a course that stopped at a small asteroid to refresh air and pick up some water. The asteroid was filled with Gibbering Mouthers, and the crew barely escaped without anyone dying. There was so much slime. Perhaps one of you were on that crew. <br />
* '''Motley:''' I could have been there for number 2.<br />
<br />
3. Tal'Tich has a small collection of potted desert plants, including a few that bear small fruits and berries. He occasionally takes goodberries from the plant and distributes them to the poorest of Bral. Maybe you have seen him do this or also help the poor. <br />
<br />
4. You saw Tal'Tich when he stumbled upon the food stall "Pippin's Hot pies" and saw him rear up in terror of the halfling proprietor. Maybe you explained to him carefully that Pippin doesn't chop people to put into the pies. Or maybe you made fun of him by helping to perpetuate his prejudices.<br />
<br />
==Bricky==<br />
<br />
1. Word was floating around The Rampant Lion that Bricky had his sights set on liberating some rarer goods from one of many traveling merchant vessels coming through The Rock of Bral. Things did not go according to plan, but nobody got hurt or identified. Bricky remains optimistic and undeterred from trying again. Have you gone on one of these romps with Bricky, or maybe served as a lookout? Maybe you told him information that helped keep him alive, or maybe you're a dick who tipped off the merchant?<br />
<br />
2. Walking through Goblin Town, you're accidentally knocked into and jostled by a group of adolescent goblin children, playing a game and running through the streets. As they are departing, you realize every money of yours has been taken! You see them round a corner, and you shout at them to stop. You catch up to them just in time to see Bricky stand in their path and pronounce something in Goblin. They hand you back your money. Bricky says he works protection for the guests of The Rampant Lion. You don't believe him.<br />
<br />
3. After a rousing night electrifying fans, slamming arcane brews, and devouring all of the horsebread at The Laughing Beholder, Bricky is contented and exhausted. From across the bar, you watch as someone cozies up to him and engages him in conversation. You can't hear the words being said, but the pursuant seems very forward in their body language, and Bricky looks uncharacteristically uncomfortable. Do you step in to give him an out? Do you encourage the groupie? Do you just do nothing and let it play out, observing the awkward and abrupt end to the exchange as Bricky hurriedly runs away?<br />
<br />
4. Bricky has been making quite a stir lately in Goblin Town and surrounding burbs, holding events and raising funds for his charity house, ''Bricky's Little Green Babies: An Orphanage for Goblin Children''. He's trying to get his hands on some good leads (and property, and permits, and money, and connections), but keeps running into layers and layers of red tape at every turn. Maybe you know a guy who knows a guy who could help? Maybe you helped him navigate all the bureaucratic nonsense? Maybe you illuminated fliers for an event?</div>Gyffeshttps://www.oakthorne.net/wiki/index.php?title=WNH_Connections&diff=65628WNH Connections2022-07-29T05:47:36Z<p>Gyffes: /* Bricky */</p>
<hr />
<div>==Amarath==<br />
1) Amarath was found floating on an asteroid fragment in the Halo, surviving on a tiny bubble of air caught by the asteroid's gravity. He refused to speak of how he got there, but it was evident to his rescuers that it had been a traumatic event. Who found him and brought him to Bral is as yet undetermined.<br />
* '''Motley:''' I spend a lot of time on crews and could have been among the crew that found you.<br />
** Perhaps Motley checked in on Amarath after the crew he had been serving on checked him into the House of Compassion, and they went out to explore the Rock? Amarath was looking for business leads (and Motley would have understood from that that Amarath had concerns about making a living), but they mostly ended up watching street performers and the like, per your #4.<br />
<br />
2) Amarath knew nothing of Bral, so his rescuers took him to the House of Compassion to convalesce. While there, his own training allowed him to help in the treatment of others in thanks for the asylum's care. The House also provided Amarath with his first guidance in learning life on the Rock of Bral.<br />
* '''Tal'Tich:''' make the most sense for me as, Tal'Tich has also spent some time in the House of Compassion.<br />
** Would Amarath have been involved in treating Tal'Tich? I don't know why he was there. But since they're both newcomers to the Rock, perhaps the House of Compassion tour guided both of them together?<br />
*** That could work. I also suspect that Amaranth has been on Bral longer then Tal'Tich, so being involved in his treatment would make a lot of sense.<br />
<br />
3) His association with the House of Compassion brought him into contact with Madame Barmetta, whom he helped with an as yet undetermined medical need. She desired discretion in the matter, so only a handful of people ever knew about it.<br />
* '''Bricky:''' make sense for me, as I know more of Lady Barmetta's biznezz<br />
** I've been leaving whatever Madame Barmetta needed up to Joe, but I was thinking that because he's also a jewelcrafting, it might have involved some mineral treatment that he happened to have specialized knowledge of. Perhaps you were engaged in finding someone who knew of the proper treatment for whatever it was?<br />
<br />
4) Outside of his work as a priest and healer, Amarath is also a trained jewelcrafter, and he had put out some feelers for work as a means to support himself after leaving the House of Compassion.<br />
<br />
==Motley==<br />
1. I never would have guessed that a tortle would have a thin skin, but there is nothing like a brawl in Bral. Thanks to you, I didn't even spill my beer. The next one's on me.<br />
<br />
2. No, I wasn't lost. I was asking directions from the locals because I like meeting people. I don't even think they got that angry, running was just a more efficient way of getting back to the spelljammer. Anyway, all I'm saying is we got back just fine and you've got a good story to tell.<br />
<br />
3. Look. I know you saw me swipe the keys off that slaver. Thanks for not turning me in. Yes I have a reason, no I don't want to talk about it. Not now, at least.<br />
<br />
4. While Motley would never admit it, he loves music and art in general. He claims to like window shopping at the market to spend the money he doesn’t have yet. You went with him once and noticed he spent more time watching the street performers than looking at merchandise.<br />
* '''Amarath:''' Perhaps Motley checked in on Amarath after the crew he had been serving on checked him into the House of Compassion, and they went out to explore the Rock? Amarath was looking for business leads (and Motley would have understood from that that Amarath had concerns about making a living), but they mostly ended up watching street performers and the like, per your #4.<br />
<br />
==Tal'Tich==<br />
1. Tal'Tich collapsed after his most recent return to Bral. He was taken to the House of Compassion to be cared for. This is where he met Amaranth and possibly others. <br />
<br />
2. On board the Hammership "Predator" Tal'Tich plotted a course that stopped at a small asteroid to refresh air and pick up some water. The asteroid was filled with Gibbering Mouthers, and the crew barely escaped without anyone dying. There was so much slime. Perhaps one of you were on that crew. <br />
* '''Motley:''' I could have been there for number 2.<br />
<br />
3. Tal'Tich has a small collection of potted desert plants, including a few that bear small fruits and berries. He occasionally takes goodberries from the plant and distributes them to the poorest of Bral. Maybe you have seen him do this or also help the poor. <br />
<br />
4. You saw Tal'Tich when he stumbled upon the food stall "Pippin's Hot pies" and saw him rear up in terror of the halfling proprietor. Maybe you explained to him carefully that Pippin doesn't chop people to put into the pies. Or maybe you made fun of him by helping to perpetuate his prejudices.<br />
<br />
==Bricky==<br />
<br />
1. Word was floating around The Rampant Lion that Bricky had his sights set on liberating some rarer goods from one of many traveling merchant vessels coming through The Rock of Bral. Things did not go according to plan, but nobody got hurt or identified. Bricky remains optimistic and undeterred from trying again. Have you gone on one of these romps with Bricky, or maybe served as a lookout? Maybe you told him information that helped keep him alive, or maybe you're a dick who tipped off the merchant?<br />
<br />
2. Walking through Goblin Town, you're accidentally knocked into and jostled by a group of adolescent goblin children, playing a game and running through the streets. As they are departing, you realize every money of yours has been taken! You see them round a corner, and you shout at them to stop. You catch up to them just in time to see Bricky stand in their path and pronounce something in Goblin. They hand you back your money. Bricky says he works protection for the guests of The Rampant Lion. You don't believe him.<br />
<br />
3. After a rousing night electrifying fans, slamming arcane brews, and devouring all of the horsebread at The Laughing Beholder, Bricky is contented and exhausted. From across the bar, you watch as someone cozies up to him and engages him in conversation. You can't hear the words being said, but the pursuant seem very forward in their body language, and Bricky looks uncharacteristically uncomfortable. Do you step in to give him an out? Do you encourage the groupie? Do you just do nothing and let it play out, observing the awkward and abrupt end to the exchange as Bricky hurriedly runs away?<br />
<br />
4. Bricky has been making quite a stir lately in Goblin Town and surrounding burbs, holding events and raising funds for his charity house, ''Bricky's Little Green Babies: An Orphanage for Goblin Children''. He's trying to get his hands on some good leads (and property, and permits, and money, and connections), but keeps running into layers and layers of red tape at every turn. Maybe you know a guy who knows a guy who could help? Maybe you helped him navigate all the bureaucratic nonsense? Maybe you illuminated fliers for an event?</div>Gyffeshttps://www.oakthorne.net/wiki/index.php?title=WNH_Connections&diff=65627WNH Connections2022-07-29T05:44:26Z<p>Gyffes: /* Bricky */</p>
<hr />
<div>==Amarath==<br />
1) Amarath was found floating on an asteroid fragment in the Halo, surviving on a tiny bubble of air caught by the asteroid's gravity. He refused to speak of how he got there, but it was evident to his rescuers that it had been a traumatic event. Who found him and brought him to Bral is as yet undetermined.<br />
* '''Motley:''' I spend a lot of time on crews and could have been among the crew that found you.<br />
** Perhaps Motley checked in on Amarath after the crew he had been serving on checked him into the House of Compassion, and they went out to explore the Rock? Amarath was looking for business leads (and Motley would have understood from that that Amarath had concerns about making a living), but they mostly ended up watching street performers and the like, per your #4.<br />
<br />
2) Amarath knew nothing of Bral, so his rescuers took him to the House of Compassion to convalesce. While there, his own training allowed him to help in the treatment of others in thanks for the asylum's care. The House also provided Amarath with his first guidance in learning life on the Rock of Bral.<br />
* '''Tal'Tich:''' make the most sense for me as, Tal'Tich has also spent some time in the House of Compassion.<br />
** Would Amarath have been involved in treating Tal'Tich? I don't know why he was there. But since they're both newcomers to the Rock, perhaps the House of Compassion tour guided both of them together?<br />
*** That could work. I also suspect that Amaranth has been on Bral longer then Tal'Tich, so being involved in his treatment would make a lot of sense.<br />
<br />
3) His association with the House of Compassion brought him into contact with Madame Barmetta, whom he helped with an as yet undetermined medical need. She desired discretion in the matter, so only a handful of people ever knew about it.<br />
* '''Bricky:''' make sense for me, as I know more of Lady Barmetta's biznezz<br />
** I've been leaving whatever Madame Barmetta needed up to Joe, but I was thinking that because he's also a jewelcrafting, it might have involved some mineral treatment that he happened to have specialized knowledge of. Perhaps you were engaged in finding someone who knew of the proper treatment for whatever it was?<br />
<br />
4) Outside of his work as a priest and healer, Amarath is also a trained jewelcrafter, and he had put out some feelers for work as a means to support himself after leaving the House of Compassion.<br />
<br />
==Motley==<br />
1. I never would have guessed that a tortle would have a thin skin, but there is nothing like a brawl in Bral. Thanks to you, I didn't even spill my beer. The next one's on me.<br />
<br />
2. No, I wasn't lost. I was asking directions from the locals because I like meeting people. I don't even think they got that angry, running was just a more efficient way of getting back to the spelljammer. Anyway, all I'm saying is we got back just fine and you've got a good story to tell.<br />
<br />
3. Look. I know you saw me swipe the keys off that slaver. Thanks for not turning me in. Yes I have a reason, no I don't want to talk about it. Not now, at least.<br />
<br />
4. While Motley would never admit it, he loves music and art in general. He claims to like window shopping at the market to spend the money he doesn’t have yet. You went with him once and noticed he spent more time watching the street performers than looking at merchandise.<br />
* '''Amarath:''' Perhaps Motley checked in on Amarath after the crew he had been serving on checked him into the House of Compassion, and they went out to explore the Rock? Amarath was looking for business leads (and Motley would have understood from that that Amarath had concerns about making a living), but they mostly ended up watching street performers and the like, per your #4.<br />
<br />
==Tal'Tich==<br />
1. Tal'Tich collapsed after his most recent return to Bral. He was taken to the House of Compassion to be cared for. This is where he met Amaranth and possibly others. <br />
<br />
2. On board the Hammership "Predator" Tal'Tich plotted a course that stopped at a small asteroid to refresh air and pick up some water. The asteroid was filled with Gibbering Mouthers, and the crew barely escaped without anyone dying. There was so much slime. Perhaps one of you were on that crew. <br />
* '''Motley:''' I could have been there for number 2.<br />
<br />
3. Tal'Tich has a small collection of potted desert plants, including a few that bear small fruits and berries. He occasionally takes goodberries from the plant and distributes them to the poorest of Bral. Maybe you have seen him do this or also help the poor. <br />
<br />
4. You saw Tal'Tich when he stumbled upon the food stall "Pippin's Hot pies" and saw him rear up in terror of the halfling proprietor. Maybe you explained to him carefully that Pippin doesn't chop people to put into the pies. Or maybe you made fun of him by helping to perpetuate his prejudices.<br />
<br />
==Bricky==<br />
<br />
1. Word was floating around The Rampant Lion that Bricky had his sights set on liberating some rarer goods from one of many traveling merchant vessels coming through The Rock of Bral. Things did not go according to plan, but nobody got hurt or identified. Bricky remains optimistic and undeterred from trying again. Have you gone on one of these romps with Bricky, or maybe served as a lookout? Maybe you told him information that helped keep him alive, or maybe you're a dick who tipped off the merchant?<br />
<br />
2. Walking through Goblin Town, you're accidentally knocked into and jostled by a group of adolescent goblin children, playing a game and running through the streets. As they are departing, you realize every money of yours has been taken. You see them round a corner, and you shout at them to stop. You catch up to them just in time to see Bricky stand in their path and pronounce something in Goblin. They hand you back your money. Bricky says he works protection for the guests of The Rampant Lion. You don't believe him.<br />
<br />
3. After a rousing night electrifying fans, slamming arcane brews, and devouring all of the horsebread at The Laughing Beholder, Bricky is contented and exhausted. From across the bar, you watch as someone cozies up to him and engages him in conversation. You can't hear the words being said, but the pursuant seem very forward in their body language, and Bricky looks uncharacteristically uncomfortable. Do you step in to give him an out? Do you encourage the groupie? Do you just do nothing and let it play out, observing the awkward and abrupt end to the exchange as Bricky hurriedly runs away?<br />
<br />
4. Bricky has been making quite a stir lately in Goblin Town and surrounding burbs, holding events and raising funds for his charity house, ''Bricky's Little Green Babies: An Orphanage for Goblin Children''. He's trying to get his hands on some good leads (and property, and permits, and money, and connections), but keeps running into layers and layers of red tape at every turn. Maybe you know a guy who knows a guy who could help? Maybe you helped him navigate all the bureaucratic nonsense? Maybe you illuminated fliers for an event?</div>Gyffeshttps://www.oakthorne.net/wiki/index.php?title=WNH_Connections&diff=65626WNH Connections2022-07-29T05:43:32Z<p>Gyffes: /* Bricky */</p>
<hr />
<div>==Amarath==<br />
1) Amarath was found floating on an asteroid fragment in the Halo, surviving on a tiny bubble of air caught by the asteroid's gravity. He refused to speak of how he got there, but it was evident to his rescuers that it had been a traumatic event. Who found him and brought him to Bral is as yet undetermined.<br />
* '''Motley:''' I spend a lot of time on crews and could have been among the crew that found you.<br />
** Perhaps Motley checked in on Amarath after the crew he had been serving on checked him into the House of Compassion, and they went out to explore the Rock? Amarath was looking for business leads (and Motley would have understood from that that Amarath had concerns about making a living), but they mostly ended up watching street performers and the like, per your #4.<br />
<br />
2) Amarath knew nothing of Bral, so his rescuers took him to the House of Compassion to convalesce. While there, his own training allowed him to help in the treatment of others in thanks for the asylum's care. The House also provided Amarath with his first guidance in learning life on the Rock of Bral.<br />
* '''Tal'Tich:''' make the most sense for me as, Tal'Tich has also spent some time in the House of Compassion.<br />
** Would Amarath have been involved in treating Tal'Tich? I don't know why he was there. But since they're both newcomers to the Rock, perhaps the House of Compassion tour guided both of them together?<br />
*** That could work. I also suspect that Amaranth has been on Bral longer then Tal'Tich, so being involved in his treatment would make a lot of sense.<br />
<br />
3) His association with the House of Compassion brought him into contact with Madame Barmetta, whom he helped with an as yet undetermined medical need. She desired discretion in the matter, so only a handful of people ever knew about it.<br />
* '''Bricky:''' make sense for me, as I know more of Lady Barmetta's biznezz<br />
** I've been leaving whatever Madame Barmetta needed up to Joe, but I was thinking that because he's also a jewelcrafting, it might have involved some mineral treatment that he happened to have specialized knowledge of. Perhaps you were engaged in finding someone who knew of the proper treatment for whatever it was?<br />
<br />
4) Outside of his work as a priest and healer, Amarath is also a trained jewelcrafter, and he had put out some feelers for work as a means to support himself after leaving the House of Compassion.<br />
<br />
==Motley==<br />
1. I never would have guessed that a tortle would have a thin skin, but there is nothing like a brawl in Bral. Thanks to you, I didn't even spill my beer. The next one's on me.<br />
<br />
2. No, I wasn't lost. I was asking directions from the locals because I like meeting people. I don't even think they got that angry, running was just a more efficient way of getting back to the spelljammer. Anyway, all I'm saying is we got back just fine and you've got a good story to tell.<br />
<br />
3. Look. I know you saw me swipe the keys off that slaver. Thanks for not turning me in. Yes I have a reason, no I don't want to talk about it. Not now, at least.<br />
<br />
4. While Motley would never admit it, he loves music and art in general. He claims to like window shopping at the market to spend the money he doesn’t have yet. You went with him once and noticed he spent more time watching the street performers than looking at merchandise.<br />
* '''Amarath:''' Perhaps Motley checked in on Amarath after the crew he had been serving on checked him into the House of Compassion, and they went out to explore the Rock? Amarath was looking for business leads (and Motley would have understood from that that Amarath had concerns about making a living), but they mostly ended up watching street performers and the like, per your #4.<br />
<br />
==Tal'Tich==<br />
1. Tal'Tich collapsed after his most recent return to Bral. He was taken to the House of Compassion to be cared for. This is where he met Amaranth and possibly others. <br />
<br />
2. On board the Hammership "Predator" Tal'Tich plotted a course that stopped at a small asteroid to refresh air and pick up some water. The asteroid was filled with Gibbering Mouthers, and the crew barely escaped without anyone dying. There was so much slime. Perhaps one of you were on that crew. <br />
* '''Motley:''' I could have been there for number 2.<br />
<br />
3. Tal'Tich has a small collection of potted desert plants, including a few that bear small fruits and berries. He occasionally takes goodberries from the plant and distributes them to the poorest of Bral. Maybe you have seen him do this or also help the poor. <br />
<br />
4. You saw Tal'Tich when he stumbled upon the food stall "Pippin's Hot pies" and saw him rear up in terror of the halfling proprietor. Maybe you explained to him carefully that Pippin doesn't chop people to put into the pies. Or maybe you made fun of him by helping to perpetuate his prejudices.<br />
<br />
==Bricky==<br />
<br />
1. Word was floating around The Rampant Lion that Bricky had his sights set on liberating some rarer goods from one of many traveling merchant vessels coming through The Rock of Bral. Things did not go according to plan, but nobody got hurt or identified. Bricky remains optimistic and undeterred from trying again. Have you gone on one of these romps with Bricky, or maybe served as a lookout? Maybe you told him information that helped keep him alive, or maybe you're a dick who tipped off the merchant?<br />
<br />
2. Walking through Goblin Town, you're accidentally knocked into and jostled by a group of adolescent goblin children, playing a game and running through the streets. As they are departing, you realize every money of yours has been taken. You see them round a corner, and you shout at them to stop. You catch up to them just in time to see Bricky stand in their path and pronounce something in Goblin. They hand you back your money. Bricky says he works protection for the guests of The Rampant Lion. You don't believe him.<br />
<br />
3. After a rousing night electrifying fans, slamming arcane brews, and devouring all of the horsebread at The Laughing Beholder, Bricky is contented and exhausted. From across the bar, you watch as someone cozies up to him and engages him in conversation. You can't hear the words being said, but the pursuant seem very forward in their body language, and Bricky looks uncharacteristically uncomfortable. Do you step in to give him an out? Do you encourage the groupie? Do you just do nothing and let it play out, observing the awkward and abrupt end to the exchange as Bricky hurriedly runs away?<br />
<br />
4. Bricky has been making quite a stir lately in Goblin Town and surrounding burbs, holding events and raising funds for his charity house, 'Bricky's Little Green Babies: An Orphanage for Goblin Children'. He's trying to get his hands on some good leads (and property, and permits, and money, and connections), but keeps running into layers and layers of red tape at every turn. Maybe you know a guy who knows a guy who could help? Maybe you helped him navigate all the bureaucratic nonsense? Maybe you illuminated fliers for an event?</div>Gyffeshttps://www.oakthorne.net/wiki/index.php?title=WNH_Connections&diff=65625WNH Connections2022-07-29T05:34:55Z<p>Gyffes: /* Bricky */</p>
<hr />
<div>==Amarath==<br />
1) Amarath was found floating on an asteroid fragment in the Halo, surviving on a tiny bubble of air caught by the asteroid's gravity. He refused to speak of how he got there, but it was evident to his rescuers that it had been a traumatic event. Who found him and brought him to Bral is as yet undetermined.<br />
* '''Motley:''' I spend a lot of time on crews and could have been among the crew that found you.<br />
** Perhaps Motley checked in on Amarath after the crew he had been serving on checked him into the House of Compassion, and they went out to explore the Rock? Amarath was looking for business leads (and Motley would have understood from that that Amarath had concerns about making a living), but they mostly ended up watching street performers and the like, per your #4.<br />
<br />
2) Amarath knew nothing of Bral, so his rescuers took him to the House of Compassion to convalesce. While there, his own training allowed him to help in the treatment of others in thanks for the asylum's care. The House also provided Amarath with his first guidance in learning life on the Rock of Bral.<br />
* '''Tal'Tich:''' make the most sense for me as, Tal'Tich has also spent some time in the House of Compassion.<br />
** Would Amarath have been involved in treating Tal'Tich? I don't know why he was there. But since they're both newcomers to the Rock, perhaps the House of Compassion tour guided both of them together?<br />
*** That could work. I also suspect that Amaranth has been on Bral longer then Tal'Tich, so being involved in his treatment would make a lot of sense.<br />
<br />
3) His association with the House of Compassion brought him into contact with Madame Barmetta, whom he helped with an as yet undetermined medical need. She desired discretion in the matter, so only a handful of people ever knew about it.<br />
* '''Bricky:''' make sense for me, as I know more of Lady Barmetta's biznezz<br />
** I've been leaving whatever Madame Barmetta needed up to Joe, but I was thinking that because he's also a jewelcrafting, it might have involved some mineral treatment that he happened to have specialized knowledge of. Perhaps you were engaged in finding someone who knew of the proper treatment for whatever it was?<br />
<br />
4) Outside of his work as a priest and healer, Amarath is also a trained jewelcrafter, and he had put out some feelers for work as a means to support himself after leaving the House of Compassion.<br />
<br />
==Motley==<br />
1. I never would have guessed that a tortle would have a thin skin, but there is nothing like a brawl in Bral. Thanks to you, I didn't even spill my beer. The next one's on me.<br />
<br />
2. No, I wasn't lost. I was asking directions from the locals because I like meeting people. I don't even think they got that angry, running was just a more efficient way of getting back to the spelljammer. Anyway, all I'm saying is we got back just fine and you've got a good story to tell.<br />
<br />
3. Look. I know you saw me swipe the keys off that slaver. Thanks for not turning me in. Yes I have a reason, no I don't want to talk about it. Not now, at least.<br />
<br />
4. While Motley would never admit it, he loves music and art in general. He claims to like window shopping at the market to spend the money he doesn’t have yet. You went with him once and noticed he spent more time watching the street performers than looking at merchandise.<br />
* '''Amarath:''' Perhaps Motley checked in on Amarath after the crew he had been serving on checked him into the House of Compassion, and they went out to explore the Rock? Amarath was looking for business leads (and Motley would have understood from that that Amarath had concerns about making a living), but they mostly ended up watching street performers and the like, per your #4.<br />
<br />
==Tal'Tich==<br />
1. Tal'Tich collapsed after his most recent return to Bral. He was taken to the House of Compassion to be cared for. This is where he met Amaranth and possibly others. <br />
<br />
2. On board the Hammership "Predator" Tal'Tich plotted a course that stopped at a small asteroid to refresh air and pick up some water. The asteroid was filled with Gibbering Mouthers, and the crew barely escaped without anyone dying. There was so much slime. Perhaps one of you were on that crew. <br />
* '''Motley:''' I could have been there for number 2.<br />
<br />
3. Tal'Tich has a small collection of potted desert plants, including a few that bear small fruits and berries. He occasionally takes goodberries from the plant and distributes them to the poorest of Bral. Maybe you have seen him do this or also help the poor. <br />
<br />
4. You saw Tal'Tich when he stumbled upon the food stall "Pippin's Hot pies" and saw him rear up in terror of the halfling proprietor. Maybe you explained to him carefully that Pippin doesn't chop people to put into the pies. Or maybe you made fun of him by helping to perpetuate his prejudices.<br />
<br />
==Bricky==<br />
<br />
1. Word was floating around The Rampant Lion that Bricky had his sights set on liberating some rarer goods from one of many traveling merchant vessels coming through The Rock of Bral. Things did not go according to plan, but nobody got hurt or identified. Bricky remains optimistic and undeterred from trying again. Have you gone on one of these romps with Bricky, or maybe served as a lookout? Maybe you told him information that helped keep him alive, or maybe you're a dick who tipped off the merchant?<br />
<br />
2. Walking through Goblin Town, you're accidentally knocked into and jostled by a group of adolescent goblin children, playing a game and running through the streets. As they are departing, you realize every money of yours has been taken. You see them round a corner, and you shout at them to stop. You catch up to them just in time to see Bricky stand in their path and pronounce something in Goblin. They hand you back your money. Bricky says he works protection for the guests of The Rampant Lion. You don't believe him.<br />
<br />
3. After a rousing night electrifying fans, slamming arcane brews, and devouring all of the horsebread at The Laughing Beholder, Bricky is contented and exhausted. From across the bar, you watch as someone cozies up to him and engages him in conversation. You can't hear the words being said, but the pursuant seem very forward in their body language, and Bricky looks uncharacteristically uncomfortable. Do you step in to give him an out? Do you encourage the fan? Do you just do nothing and let it play out, observing the awkward and abrupt end to the exchange as Bricky hurriedly runs away?<br />
<br />
4. Red Tape from care home</div>Gyffeshttps://www.oakthorne.net/wiki/index.php?title=WNH_Connections&diff=65624WNH Connections2022-07-29T05:09:33Z<p>Gyffes: </p>
<hr />
<div>==Amarath==<br />
1) Amarath was found floating on an asteroid fragment in the Halo, surviving on a tiny bubble of air caught by the asteroid's gravity. He refused to speak of how he got there, but it was evident to his rescuers that it had been a traumatic event. Who found him and brought him to Bral is as yet undetermined.<br />
* '''Motley:''' I spend a lot of time on crews and could have been among the crew that found you.<br />
** Perhaps Motley checked in on Amarath after the crew he had been serving on checked him into the House of Compassion, and they went out to explore the Rock? Amarath was looking for business leads (and Motley would have understood from that that Amarath had concerns about making a living), but they mostly ended up watching street performers and the like, per your #4.<br />
<br />
2) Amarath knew nothing of Bral, so his rescuers took him to the House of Compassion to convalesce. While there, his own training allowed him to help in the treatment of others in thanks for the asylum's care. The House also provided Amarath with his first guidance in learning life on the Rock of Bral.<br />
* '''Tal'Tich:''' make the most sense for me as, Tal'Tich has also spent some time in the House of Compassion.<br />
** Would Amarath have been involved in treating Tal'Tich? I don't know why he was there. But since they're both newcomers to the Rock, perhaps the House of Compassion tour guided both of them together?<br />
*** That could work. I also suspect that Amaranth has been on Bral longer then Tal'Tich, so being involved in his treatment would make a lot of sense.<br />
<br />
3) His association with the House of Compassion brought him into contact with Madame Barmetta, whom he helped with an as yet undetermined medical need. She desired discretion in the matter, so only a handful of people ever knew about it.<br />
* '''Bricky:''' make sense for me, as I know more of Lady Barmetta's biznezz<br />
** I've been leaving whatever Madame Barmetta needed up to Joe, but I was thinking that because he's also a jewelcrafting, it might have involved some mineral treatment that he happened to have specialized knowledge of. Perhaps you were engaged in finding someone who knew of the proper treatment for whatever it was?<br />
<br />
4) Outside of his work as a priest and healer, Amarath is also a trained jewelcrafter, and he had put out some feelers for work as a means to support himself after leaving the House of Compassion.<br />
<br />
==Motley==<br />
1. I never would have guessed that a tortle would have a thin skin, but there is nothing like a brawl in Bral. Thanks to you, I didn't even spill my beer. The next one's on me.<br />
<br />
2. No, I wasn't lost. I was asking directions from the locals because I like meeting people. I don't even think they got that angry, running was just a more efficient way of getting back to the spelljammer. Anyway, all I'm saying is we got back just fine and you've got a good story to tell.<br />
<br />
3. Look. I know you saw me swipe the keys off that slaver. Thanks for not turning me in. Yes I have a reason, no I don't want to talk about it. Not now, at least.<br />
<br />
4. While Motley would never admit it, he loves music and art in general. He claims to like window shopping at the market to spend the money he doesn’t have yet. You went with him once and noticed he spent more time watching the street performers than looking at merchandise.<br />
* '''Amarath:''' Perhaps Motley checked in on Amarath after the crew he had been serving on checked him into the House of Compassion, and they went out to explore the Rock? Amarath was looking for business leads (and Motley would have understood from that that Amarath had concerns about making a living), but they mostly ended up watching street performers and the like, per your #4.<br />
<br />
==Tal'Tich==<br />
1. Tal'Tich collapsed after his most recent return to Bral. He was taken to the House of Compassion to be cared for. This is where he met Amaranth and possibly others. <br />
<br />
2. On board the Hammership "Predator" Tal'Tich plotted a course that stopped at a small asteroid to refresh air and pick up some water. The asteroid was filled with Gibbering Mouthers, and the crew barely escaped without anyone dying. There was so much slime. Perhaps one of you were on that crew. <br />
* '''Motley:''' I could have been there for number 2.<br />
<br />
3. Tal'Tich has a small collection of potted desert plants, including a few that bear small fruits and berries. He occasionally takes goodberries from the plant and distributes them to the poorest of Bral. Maybe you have seen him do this or also help the poor. <br />
<br />
4. You saw Tal'Tich when he stumbled upon the food stall "Pippin's Hot pies" and saw him rear up in terror of the halfling proprietor. Maybe you explained to him carefully that Pippin doesn't chop people to put into the pies. Or maybe you made fun of him by helping to perpetuate his prejudices.<br />
<br />
==Bricky==<br />
<br />
1. Word was floating around The Rampant Lion that Bricky had his sights set on liberating some rarer goods from one of many traveling merchant vessels coming through The Rock of Bral. Things did not go according to plan, but nobody got hurt or identified. Bricky remains optimistic and undeterred from trying again. Have you gone on one of these romps with Bricky, or maybe served as a lookout? Maybe you told him information that helped keep him alive, or maybe you're a dick who tipped off the merchant?<br />
<br />
2. Walking through Goblin Town, you're accidentally knocked into and jostled by a group of adolescent goblin children, playing a game and running through the streets. As they are departing, you realize every money of yours has been taken. You see them round a corner, and you shout at them to stop. You catch up to them just in time to see Bricky stand in their path and pronounce something in Goblin. They hand you back your money. Bricky says he works protection for the guests of The Rampant Lion. You don't believe him.<br />
<br />
3. Helped escape from encounter<br />
<br />
4. Red Tape from care home</div>Gyffeshttps://www.oakthorne.net/wiki/index.php?title=Dark_Room_Khamphong_King&diff=65562Dark Room Khamphong King2022-06-25T04:48:49Z<p>Gyffes: /* Experience */</p>
<hr />
<div>{{CoDMageCharacterSheet<br />
|Image=[[Image:Khamphong.jpg|center|350 px]]<br />
|CharacterName=Khamphong "Rose" King<br />
|Virtue=Good Samaritan<br />
|Vice=Rebellious<br />
|Aspirations=*Understand the Greenhouse, Raid Aegis Kai Doru Compound, *Rescue Alie and Nancy, *Learn about Mage Society<br />
|Path=Thyrsus<br />
|Order=x<br />
|Cabal=x<br />
|Obsessions=[[Portland in Shadow|Spirit map of Portland]], Understand my Destiny<br />
|Intelligence=3<br />
|Wits=2<br />
|Resolve=2<br />
|Strength=3<br />
|Dexterity=3<br />
|Stamina=4<br />
|Presence=2<br />
|Manipulation=1<br />
|Composure=3<br />
|MentalSkills=Academics 1, Crafts 1, Medicine 4 (Veterinary), Occult 3, Science 1<br />
|PhysicalSkills=Athletics 3, Brawl 2, Survival 2, Weaponry 4 (Knife; Spear; Staff)<br />
|SocialSkills=Animal Ken 3 (Wild), Empathy 1, Expression 1, Intimidation 1, Persuasion 1<br />
|MentalMerits=Area of Expertise (Knife; Spear; Staff), Favored Weapon (Dad's Ka-bar) (••), Holistic Awareness (•), Language (Vietnamese) (•), Language (French) (•), Object Fetishism (•)<br />
|PhysicalMerits=–<br />
|SocialMerits=–<br />
|CombatMerits=Armed Defense (•••••), Defensive Combat (Weaponry •), Spear and Bayonet (•••), Staff Fighting (••••)<br />
|AwakenedMerits=Destiny (•••), Familiar (••), Fetish: Snowdrop (••), (High Speech (•), Occultation (•), Shadow Name (••), The Dark Room (•)<br />
|Health=9<br />
|Willpower=5<br />
|Wisdom=7<br />
|Size=5<br />
|Speed=10<br />
|Defense=7<br />
|Armor=0<br />
|Initiative=6<br />
|Gnosis=1<br />
|Mana=10<br />
|Yantras=2<br />
|RitualInterval=3 Hours<br />
|ArcanaLimits=3/2<br />
|Paradox=1<br />
|CombinedSpells=1<br />
|ObsessionsNumber=1<br />
|Arcana=Life 2, Prime 1, Spirit 2<br />
|Rotes=0<br />
|Praxes=Speak with Beasts (Life 1), Sacred Geometry (Prime 1)<br />
|MagicalTools=x<br />
|Attainments=• '''Counterspell:''' Life & Spirit<br>• '''Improved Pattern Restoration:''' Heal bashing damage by spending 1 mana or lethal damage by spending 2. May scour Physical Attribute ratings without lowering derived Traits as a result.<br>• '''Life Armor:''' Add half [Life] to armor and Defense. Use higher of Wits and Dexterity as Defense.<br />
|NimbusTilt={{Tilt-Terror of the Huntress}}<br />
|MageSight={{MageSight-Thyrsus}}<br />
|Legacy=None<br />
|LegacyRulingArcanum=–<br />
|LegacyAttainments=–<br />
|LegacyYantras=–<br />
|LegacyOblations=–<br />
|Conditions=x<br />
<br />
}}<br />
__NOTOC__<br />
<br />
==Background==<br />
'''Age:''' 28<br><br />
Khamphong was born to a Vietnamese mother, and an American father in 1957. Her father was part of the Military Assistance Advisory Group, who were sent as the first wave of American involvement in the Vietnam Conflict in 1955. He was to train the Army of the Republic of Vietnam, as well as relieve the French of their military involvement in the area, as they had to be out of Vietnam in the following year, as per the Geneva Conference. <br />
===Downtime Life===<br />
* '''1976:''' Events of [[Maple Shade]], begins to investigate the disappearance of her father. Discovers he basically abandoned the family. Rose begins to work with Aegis kai Doru, and Shirley joins the hunt as well.<br />
* '''1977:''' Lori files for divorce after Rose finds out about her husband. She begins to go attend temple again with Mary. Rose and Shirley begin to travel further afield on the West Coast, hunting for the Aegis. They maintain a cover identity as a punk band.<br />
* '''1978:''' Holly marries a good Vietnamese boy from temple, and a huge wedding is thrown, to Grandmother's delight. Holly moves in with him and is rarely heard from.<br />
* '''1979:''' Lori meets Leonard "Lennie" Marfield at temple and the two begin dating, much to Rose's horror. Huntress - the band and team of hunters - is formed.<br />
* '''1980:''' Lori and Lennie marry. Grandmother dies. Shortly thereafter, Mt. St. Helens erupts. Tammy disappears shortly thereafter, though she calls from LA, where she is pursuing modeling and acting. Lisa moves in with Viv for a short period of time, who helps her enroll in an art university in San Francisco.<br />
* '''1981:''' x<br />
* '''1982:''' Tammy moves to Reno and establishes herself as an entertainer and entrepreneur.<br />
* '''1983:''' x<br />
* '''1984:''' x<br />
<br />
==Rumors==<br />
* <br />
<br />
==Personality==<br />
* '''Virtue:''' ''Good Samaritan''. Regain all spent Willpower when you stop everything you're doing to help someone else in their time of need, to the possible detriment of yourself.<br />
* '''Vice:''' ''Rebellious''. Regain one spent Willpower when you take an action in direct opposition of what you're told to do.<br />
<br />
* '''Aspirations:''' <br />
** <br />
** <br />
** <br />
** <br />
** <br />
<br />
* '''Integrity: 7'''<br />
* '''Breaking Points:'''<br />
** What is the worst thing your character has personally done? <br />
** What is the worst thing your character can imagine themselves doing?<br />
** What is the worst thing your character has experienced that someone else has done?<br />
** What has your character forgotten?<br />
** What is the most traumatic thing that's ever happened to your character?<br />
<br />
===Equipment===<br />
* '''Possessions''' <br />
**1969 Black Subaru Sambar Van<br />
* '''Armor'''<br />
**SCA Heavy Fighting Armor (Rat 3/2, Str 3, Defense -2, Spd -3) [Torso, Arms]<br />
**Helmet (Rat 2/1, -1 to sight- and hearing-based Perception rolls.) [Head]<br />
**Riot Gear (3/5, Str 2, Def -2, Spd -1) [Torso, Arms, Legs]<br />
* '''Weapons''' <br />
**SCA Heavy Fighting Spear (Dam +1, Init -1, Str 2, Size 4) [Knockdown, Reach, Two-Handed]<br><br />
**SCA Heavy Fighting Sword (Dam +2, Init -2, Str 2, Size 2) [Stun]<br />
**Spear (Dam +2, Init -2, Str 2, Size 4) [Reach, Two-Handed]<br> <br />
**Large Shield (Dam +2, Init -4, Str 3, Size 3) [Concealed]<br> <br />
**Dad's Ka-Bar (Dam +1, Init -1, Str 1, Size 2) [Enhance: Crafts or Survival]<br><br />
* '''The Caller's Wand:''' ''Path Tool''. A wand wrought of kassiterum, in the shape of spiralling vines. +1 Path Tool Yantra, +2 on summoning spells. Touching an ephemeral entity with it causes the loss of 1 Essence.<br />
* '''The Puffball Stone:''' ''Grimoire ••''. A rough stone covered with small puffball fungi. When eaten, causes hallucinogenic experience that inflicts the Insensate Tilt for one hour (except that you can take spellcasting actions). The trip reveals the four rotes contained within this "grimoire" – in order to benefit from spellcasting rotes, must be tripping. If you ever spend Merits on purchasing the grimoire, you can use this drug without gaining the Insensate Tilt, and in fact being high while using it counts as a +1 environmental Yantra. Produces one dose per day, maxing out at 8 doses; a harvested dose lasts 24 hours before going bad. ''Rotes:'' Body Control (Life •• + Survival), Mutable Mask (Life •• + Empathy), Many Faces (Life ••• + Athletics), Transform Life (Life ••• + Medicine)<br />
* '''Griefwort:''' ''Healing Herb''. A unique plant that functions well for healing both mundane and magical. A character is treated as though they had the Holistic Awareness Merit if they have any doses of griefwort, and characters with that Merit may use a dose of griefwort to gain a +2 equipment bonus to Medicine checks with it. It may also be used as a +2 sacrament Yantra for spells that heal or strengthen the physical body in some way. The patch of griefwort has up to 12 doses at a time, regaining 1d10 doses per week; a harvested dose lasts one week before going bad.<br />
* '''The Font Tree:''' ''Locus •''. A tree that seems to have grown up around a spring of water, forming a pool in the "well" in the trunk. This is a one-dot locus with a Vibrance Resonance, generating 3 Essence per day.<br />
* '''Other Notes:'''<br />
<br />
===Relics===<br />
* '''''Snowdrop'' (••):''' An ancient weapon wielded by Vietnamese Buddhist sages who fought witches and shapeshifters. Like the snowdrop that hides beneath the snow, waiting to pop up to herald the spring, this blade hides itself from those seeking it. Snowdrop has been a familial relic in Rose's mother's family for generations.<br />
** '''The Hidden Blossom:''' Those who are not looking for a weapon explicitly simply miss seeing it entirely, their gaze passing over it. If someone is actively searching for the blade (visually or by a pat-down), it inflicts a -3 penalty to their attempts to do so.<br />
** '''The Blossom in Spring:''' Though it seems to be a slightly strange spade-headed dagger most of the time, like the snowdrop popping up through the snow, this blade's wooden hilt can be commanded to extend into a full spear! Spend 1 Willpower to turn it from a knife into a spear. Use the normal traits for each.<br />
<br />
===Conditions===<br />
*xxx<br />
<br />
==Merit Details==<br />
* Retainer (••••): Shirley Slaughter (Street Kid)<br />
* Area of Expertise (Spear)<br />
* Language (Vietnamese): Character can speak, read, and write in Vietnamese.<br />
* Language (French): Character can speak, read, and write in French<br />
* Weapon and Shield <br />
**Shield Bash (•): Your character slams her shield into an oncoming opponent, disrupting his attack. When Dodging add her shield’s Size to her pool. If she reduces an opponent’s attack successes to 0 then any additional successes inflict bashing damage.<br />
**Boar's Snout (••): Your character throws everything into a forward charge, trusting in her shield to protect her. Using a weapon and shield, your character can all-out attack and retain her shield’s Size bonus to Defense for the turn. If this maneuver is used the same turn by other allies with shields, then add an additional +1 to Defense for each.<br />
**Pin Weapon (•••): Your character uses her shield to trap an opponent’s weapon. If an opponent misses a melee attack against your character he is automatically disarmed.<br />
**Tortoise Shell (••••): Your character knows how to position herself so that she’s completely protected by her shield. When using a shield she is considered behind cover with Durability equal to the shield’s size plus one for each shield-wielding ally in her immediate vicinity.<br />
* Spear and Bayonet<br />
**Firm Footing (•): Your character braces herself with her weapon to skewer a charging opponent. Any opponent attempting an all-out or charge attack against your character takes her weapon’s damage automatically before he makes his attack roll. Armor subtracts from this, but then will not apply to any attacks your character makes in the same turn.<br />
**Keep at Bay (••): Your character can threaten an opponent with her weapon to prevent maneuvering. Choose an opponent with a shorter weapon; if that opponent takes any action other than backing away or Dodging he loses his Defense against your character’s next attack.<br />
**Strike and Develop (•••): Your character stabs an opponent with her weapon then turns the blade before removing it, leaving a more grisly wound. Attacks made with her weapon that inflict lethal damage causes the victim to bleed out, causing one point of lethal damage for a number of turns equal to her successes on the attack roll. Subsequent attacks can add to the total number of turns but never cause more than one point of lethal damage per turn in bleeding to the victim. She loses her Defense any turn she uses this maneuver. Drawback: Spend a point of Willpower to activate this maneuver.<br />
*Phalanx Fighter: Your character is trained to wield a spear alongside a shield. She does not increase her spear’s Strength requirement for using it one-handed as long as she’s also using a shield. She can use a spear for any Weapon and Shield maneuvers.<br />
<br />
==XXX (Familiar)==<br />
===Sabrefang (''Kuk Uhur'') (Rank 1 Nature Spirit)===<br />
[[Image:Sabrefang-familiar.jpg|right|thumb]]<br />
'''Choir of Animals, Cats Descant'''<br><br />
'''Attributes:''' Power 3 • Finesse 3 • Resistance 2<br><br />
'''Essence:''' 10 • '''Corpus:''' 6 • '''Willpower:''' 5 • '''Initiative:''' 5 • '''Defense:''' 3 • '''Speed:''' 16 • '''Size:''' 4<br><br />
'''Ban:''' Cannot enter the lair of another apex predator.<br><br />
'''Bane:''' Teeth and claws of natural predators<br><br />
* ''Contact:'' Must spend 1 WP and make a Power + Resistance roll, at a -[Rank] penalty.<br />
* ''Solidity:'' Solid while spirit is in Twilight<br />
* ''Touch:'' Inflicts 1A while Materialized, and causes Materialized Condition to end. If non-Materialized, inflicts 1L. Inflicts 1L if Fetter touches bane.<br />
* ''Weapon:'' If employed as a weapon, inflicts aggravated for Materialized, or lethal otherwise.<br />
'''Combat:''' ''Power + Finesse'' to attack • Inflict bashing damage<br />
* ''Twilight:'' May only attack and be attacked by other spirits.<br />
* ''Corpus Loss to Lethal or Aggravated:'' If Essence remains, dissolves and enters hibernation in a Conditioned location. If no Essence remains, it is destroyed.<br />
'''Influence:''' Hunting •<br />
* ''1 Essence'' • Roll ''Power + Finesse'' • Add to Defense, make an emotion stronger, or add Rank to Health or Structure for individuals connected to them. <br />
'''Manifestations'''<br />
* ''Discorporate:'' No cost. Spirit can discorporate as though it had lost all Corpus.<br />
* ''Familiar:'' No cost. Spirit is bonded to a mage, preventing Essence bleed. Spirit and mage have a Connected Sympathetic link, may use one another's senses with a reflexive action (casting magic through those senses requires a Reach for remote viewing but not Sympathetic Range Attainment), and can pass Mana and Essence between them (Essence > Mana loses 1 point in exchange). If discorporated, entity will reform in a location bearing the mage's Signature Nimbus. <br />
* ''Reaching:'' Spirit only • 1 Essence • Power + Finesse (- Gauntlet). Spirit applies the Reaching Condition to itself.<br />
'''Numina'''<br />
* ''Animal Control (R):'' 1 Essence; Power + Finesse – target’s Resolve. Spirit exerts control over an animal for the rest of the scene; may exert control over up to [Finesse] animals at once, activating this Numen for each animal.<br />
* ''Camouflage:'' 1 Essence. Spirit blends with background as long as it remains still; those trying to spot the spirit receive a penalty equal to Finesse.<br />
* ''Seek (R):'' 1–2 Essence; Finesse. Spirit detects an event or thing directly related to its influence. This is at a range of two miles, or twenty miles if it spends 2 Essence at activation.<br />
<br />
==Friends and Family==<br />
<br />
<br />
[[Image:MamaKing.jpg|left|thumb|'''Lori King''']]<br />
*Mom - Lan (Lori) King<br />
*Dad - Captain Walter King<br />
[[Image:WalterKing.jpg|right|thumb|'''Cpt. Walter King''']]<br />
*Grandma Minh Chau (Mary) Pham<br />
[[Image:GrandmaKing.jpg|left|thumb|'''Mary Pham''']]<br />
*Aunt Hoang (Holly) Pham<br><br />
[[Image:AuntHolly.jpg|right|thumb|'''Holly Pham''']]<br />
*Aunt Trang (Tammy) Pham<br><br />
[[Image:AuntTammy.jpg|left|thumb|'''Tammy Pham''']]<br />
*Aunt Linh (Lisa) Pham<br><br />
[[Image:AuntLisa.jpg|right|thumb|'''Lisa Pham''']]<br />
*Tenille is an orange Eurasier. Also a she.<br />
[[Image:Tenille.jpg|left|thumb|'''Tenille''']]<br />
<br />
==Experience==<br />
{{Template:MageExperiences<br />
|CurrentBeats=0<br />
|UnspentExperiences=1<br />
|SpentExperiences=6<br />
|Earned=x<br />
|Purchases=x<br />
|ArcaneBeats=1<br />
|ArcaneExperiences=1<br />
|ArcaneSpent=8<br />
}}<br />
<br />
==Lifestyle==<br />
[[Image:xxx.jpg|right|thumb|'''Apartment B14''']]<br />
A description of your characters day to day life. <br />
* '''Money:''' xxx<br />
* '''Clothing & Jewelry:''' xxx<br />
* '''Communication:''' xxx<br />
* '''Food:''' xxx<br />
* '''Housing:''' xxx<br />
* '''Days:''' xxx<br />
* '''Evenings:''' xxx<br />
<br />
==Experience==<br />
*0 skill points held in reserve<br />
*0 merit points held in reserve</div>Gyffeshttps://www.oakthorne.net/wiki/index.php?title=Dark_Room_Khamphong_King&diff=65557Dark Room Khamphong King2022-06-25T04:24:33Z<p>Gyffes: /* Experience */</p>
<hr />
<div>{{CoDMageCharacterSheet<br />
|Image=[[Image:Khamphong.jpg|center|350 px]]<br />
|CharacterName=Khamphong "Rose" King<br />
|Virtue=Good Samaritan<br />
|Vice=Rebellious<br />
|Aspirations=*Understand the Greenhouse, Raid Aegis Kai Doru Compound, *Rescue Alie and Nancy, *Learn about Mage Society<br />
|Path=Thyrsus<br />
|Order=x<br />
|Cabal=x<br />
|Obsessions=[[Portland in Shadow|Spirit map of Portland]], Understand my Destiny<br />
|Intelligence=3<br />
|Wits=2<br />
|Resolve=2<br />
|Strength=3<br />
|Dexterity=3<br />
|Stamina=4<br />
|Presence=2<br />
|Manipulation=1<br />
|Composure=3<br />
|MentalSkills=Academics 1, Crafts 1, Medicine 4 (Veterinary), Occult 3, Science 1<br />
|PhysicalSkills=Athletics 3, Brawl 2, Survival 2, Weaponry 4 (Knife; Spear; Staff)<br />
|SocialSkills=Animal Ken 3 (Wild), Empathy 1, Expression 1, Intimidation 1, Persuasion 1<br />
|MentalMerits=Area of Expertise (Knife; Spear; Staff), Favored Weapon (Dad's Ka-bar) (••), Holistic Awareness (•), Language (Vietnamese) (•), Language (French) (•), Object Fetishism (•)<br />
|PhysicalMerits=–<br />
|SocialMerits=–<br />
|CombatMerits=Armed Defense (•••••), Defensive Combat (Weaponry •), Spear and Bayonet (•••), Staff Fighting (••••)<br />
|AwakenedMerits=Destiny (•••), Familiar (••), Fetish: Snowdrop (••), (High Speech (•), Occultation (•), Shadow Name (••), The Dark Room (•)<br />
|Health=9<br />
|Willpower=5<br />
|Wisdom=7<br />
|Size=5<br />
|Speed=10<br />
|Defense=7<br />
|Armor=0<br />
|Initiative=6<br />
|Gnosis=1<br />
|Mana=10<br />
|Yantras=2<br />
|RitualInterval=3 Hours<br />
|ArcanaLimits=3/2<br />
|Paradox=1<br />
|CombinedSpells=1<br />
|ObsessionsNumber=1<br />
|Arcana=Life 2, Prime 1, Spirit 2<br />
|Rotes=0<br />
|Praxes=Speak with Beasts (Life 1), Sacred Geometry (Prime 1)<br />
|MagicalTools=x<br />
|Attainments=• '''Counterspell:''' Life & Spirit<br>• '''Improved Pattern Restoration:''' Heal bashing damage by spending 1 mana or lethal damage by spending 2. May scour Physical Attribute ratings without lowering derived Traits as a result.<br>• '''Life Armor:''' Add half [Life] to armor and Defense. Use higher of Wits and Dexterity as Defense.<br />
|NimbusTilt={{Tilt-Terror of the Huntress}}<br />
|MageSight={{MageSight-Thyrsus}}<br />
|Legacy=None<br />
|LegacyRulingArcanum=–<br />
|LegacyAttainments=–<br />
|LegacyYantras=–<br />
|LegacyOblations=–<br />
|Conditions=x<br />
<br />
}}<br />
__NOTOC__<br />
<br />
==Background==<br />
'''Age:''' 28<br><br />
Khamphong was born to a Vietnamese mother, and an American father in 1957. Her father was part of the Military Assistance Advisory Group, who were sent as the first wave of American involvement in the Vietnam Conflict in 1955. He was to train the Army of the Republic of Vietnam, as well as relieve the French of their military involvement in the area, as they had to be out of Vietnam in the following year, as per the Geneva Conference. <br />
===Downtime Life===<br />
* '''1976:''' Events of [[Maple Shade]], begins to investigate the disappearance of her father. Discovers he basically abandoned the family. Rose begins to work with Aegis kai Doru, and Shirley joins the hunt as well.<br />
* '''1977:''' Lori files for divorce after Rose finds out about her husband. She begins to go attend temple again with Mary. Rose and Shirley begin to travel further afield on the West Coast, hunting for the Aegis. They maintain a cover identity as a punk band.<br />
* '''1978:''' Holly marries a good Vietnamese boy from temple, and a huge wedding is thrown, to Grandmother's delight. Holly moves in with him and is rarely heard from.<br />
* '''1979:''' Lori meets Leonard "Lennie" Marfield at temple and the two begin dating, much to Rose's horror. Huntress - the band and team of hunters - is formed.<br />
* '''1980:''' Lori and Lennie marry. Grandmother dies. Shortly thereafter, Mt. St. Helens erupts. Tammy disappears shortly thereafter, though she calls from LA, where she is pursuing modeling and acting. Lisa moves in with Viv for a short period of time, who helps her enroll in an art university in San Francisco.<br />
* '''1981:''' x<br />
* '''1982:''' Tammy moves to Reno and establishes herself as an entertainer and entrepreneur.<br />
* '''1983:''' x<br />
* '''1984:''' x<br />
<br />
==Rumors==<br />
* <br />
<br />
==Personality==<br />
* '''Virtue:''' ''Good Samaritan''. Regain all spent Willpower when you stop everything you're doing to help someone else in their time of need, to the possible detriment of yourself.<br />
* '''Vice:''' ''Rebellious''. Regain one spent Willpower when you take an action in direct opposition of what you're told to do.<br />
<br />
* '''Aspirations:''' <br />
** <br />
** <br />
** <br />
** <br />
** <br />
<br />
* '''Integrity: 7'''<br />
* '''Breaking Points:'''<br />
** What is the worst thing your character has personally done? <br />
** What is the worst thing your character can imagine themselves doing?<br />
** What is the worst thing your character has experienced that someone else has done?<br />
** What has your character forgotten?<br />
** What is the most traumatic thing that's ever happened to your character?<br />
<br />
===Equipment===<br />
* '''Possessions''' <br />
**1969 Black Subaru Sambar Van<br />
* '''Armor'''<br />
**SCA Heavy Fighting Armor (Rat 3/2, Str 3, Defense -2, Spd -3) [Torso, Arms]<br />
**Helmet (Rat 2/1, -1 to sight- and hearing-based Perception rolls.) [Head]<br />
**Riot Gear (3/5, Str 2, Def -2, Spd -1) [Torso, Arms, Legs]<br />
* '''Weapons''' <br />
**SCA Heavy Fighting Spear (Dam +1, Init -1, Str 2, Size 4) [Knockdown, Reach, Two-Handed]<br><br />
**SCA Heavy Fighting Sword (Dam +2, Init -2, Str 2, Size 2) [Stun]<br />
**Spear (Dam +2, Init -2, Str 2, Size 4) [Reach, Two-Handed]<br> <br />
**Large Shield (Dam +2, Init -4, Str 3, Size 3) [Concealed]<br> <br />
**Dad's Ka-Bar (Dam +1, Init -1, Str 1, Size 2) [Enhance: Crafts or Survival]<br><br />
* '''The Caller's Wand:''' ''Path Tool''. A wand wrought of kassiterum, in the shape of spiralling vines. +1 Path Tool Yantra, +2 on summoning spells. Touching an ephemeral entity with it causes the loss of 1 Essence.<br />
* '''The Puffball Stone:''' ''Grimoire ••''. A rough stone covered with small puffball fungi. When eaten, causes hallucinogenic experience that inflicts the Insensate Tilt for one hour (except that you can take spellcasting actions). The trip reveals the four rotes contained within this "grimoire" – in order to benefit from spellcasting rotes, must be tripping. If you ever spend Merits on purchasing the grimoire, you can use this drug without gaining the Insensate Tilt, and in fact being high while using it counts as a +1 environmental Yantra. Produces one dose per day, maxing out at 8 doses; a harvested dose lasts 24 hours before going bad. ''Rotes:'' Body Control (Life •• + Survival), Mutable Mask (Life •• + Empathy), Many Faces (Life ••• + Athletics), Transform Life (Life ••• + Medicine)<br />
* '''Griefwort:''' ''Healing Herb''. A unique plant that functions well for healing both mundane and magical. A character is treated as though they had the Holistic Awareness Merit if they have any doses of griefwort, and characters with that Merit may use a dose of griefwort to gain a +2 equipment bonus to Medicine checks with it. It may also be used as a +2 sacrament Yantra for spells that heal or strengthen the physical body in some way. The patch of griefwort has up to 12 doses at a time, regaining 1d10 doses per week; a harvested dose lasts one week before going bad.<br />
* '''The Font Tree:''' ''Locus •''. A tree that seems to have grown up around a spring of water, forming a pool in the "well" in the trunk. This is a one-dot locus with a Vibrance Resonance, generating 3 Essence per day.<br />
* '''Other Notes:'''<br />
<br />
===Relics===<br />
* '''''Snowdrop'' (••):''' An ancient weapon wielded by Vietnamese Buddhist sages who fought witches and shapeshifters. Like the snowdrop that hides beneath the snow, waiting to pop up to herald the spring, this blade hides itself from those seeking it. Snowdrop has been a familial relic in Rose's mother's family for generations.<br />
** '''The Hidden Blossom:''' Those who are not looking for a weapon explicitly simply miss seeing it entirely, their gaze passing over it. If someone is actively searching for the blade (visually or by a pat-down), it inflicts a -3 penalty to their attempts to do so.<br />
** '''The Blossom in Spring:''' Though it seems to be a slightly strange spade-headed dagger most of the time, like the snowdrop popping up through the snow, this blade's wooden hilt can be commanded to extend into a full spear! Spend 1 Willpower to turn it from a knife into a spear. Use the normal traits for each.<br />
<br />
===Conditions===<br />
*xxx<br />
<br />
==Merit Details==<br />
* Retainer (••••): Shirley Slaughter (Street Kid)<br />
* Area of Expertise (Spear)<br />
* Language (Vietnamese): Character can speak, read, and write in Vietnamese.<br />
* Language (French): Character can speak, read, and write in French<br />
* Weapon and Shield <br />
**Shield Bash (•): Your character slams her shield into an oncoming opponent, disrupting his attack. When Dodging add her shield’s Size to her pool. If she reduces an opponent’s attack successes to 0 then any additional successes inflict bashing damage.<br />
**Boar's Snout (••): Your character throws everything into a forward charge, trusting in her shield to protect her. Using a weapon and shield, your character can all-out attack and retain her shield’s Size bonus to Defense for the turn. If this maneuver is used the same turn by other allies with shields, then add an additional +1 to Defense for each.<br />
**Pin Weapon (•••): Your character uses her shield to trap an opponent’s weapon. If an opponent misses a melee attack against your character he is automatically disarmed.<br />
**Tortoise Shell (••••): Your character knows how to position herself so that she’s completely protected by her shield. When using a shield she is considered behind cover with Durability equal to the shield’s size plus one for each shield-wielding ally in her immediate vicinity.<br />
* Spear and Bayonet<br />
**Firm Footing (•): Your character braces herself with her weapon to skewer a charging opponent. Any opponent attempting an all-out or charge attack against your character takes her weapon’s damage automatically before he makes his attack roll. Armor subtracts from this, but then will not apply to any attacks your character makes in the same turn.<br />
**Keep at Bay (••): Your character can threaten an opponent with her weapon to prevent maneuvering. Choose an opponent with a shorter weapon; if that opponent takes any action other than backing away or Dodging he loses his Defense against your character’s next attack.<br />
**Strike and Develop (•••): Your character stabs an opponent with her weapon then turns the blade before removing it, leaving a more grisly wound. Attacks made with her weapon that inflict lethal damage causes the victim to bleed out, causing one point of lethal damage for a number of turns equal to her successes on the attack roll. Subsequent attacks can add to the total number of turns but never cause more than one point of lethal damage per turn in bleeding to the victim. She loses her Defense any turn she uses this maneuver. Drawback: Spend a point of Willpower to activate this maneuver.<br />
*Phalanx Fighter: Your character is trained to wield a spear alongside a shield. She does not increase her spear’s Strength requirement for using it one-handed as long as she’s also using a shield. She can use a spear for any Weapon and Shield maneuvers.<br />
<br />
==XXX (Familiar)==<br />
===Sabrefang (''Kuk Uhur'') (Rank 1 Nature Spirit)===<br />
[[Image:Sabrefang-familiar.jpg|right|thumb]]<br />
'''Choir of Animals, Cats Descant'''<br><br />
'''Attributes:''' Power 3 • Finesse 3 • Resistance 2<br><br />
'''Essence:''' 10 • '''Corpus:''' 6 • '''Willpower:''' 5 • '''Initiative:''' 5 • '''Defense:''' 3 • '''Speed:''' 16 • '''Size:''' 4<br><br />
'''Ban:''' Cannot enter the lair of another apex predator.<br><br />
'''Bane:''' Teeth and claws of natural predators<br><br />
* ''Contact:'' Must spend 1 WP and make a Power + Resistance roll, at a -[Rank] penalty.<br />
* ''Solidity:'' Solid while spirit is in Twilight<br />
* ''Touch:'' Inflicts 1A while Materialized, and causes Materialized Condition to end. If non-Materialized, inflicts 1L. Inflicts 1L if Fetter touches bane.<br />
* ''Weapon:'' If employed as a weapon, inflicts aggravated for Materialized, or lethal otherwise.<br />
'''Combat:''' ''Power + Finesse'' to attack • Inflict bashing damage<br />
* ''Twilight:'' May only attack and be attacked by other spirits.<br />
* ''Corpus Loss to Lethal or Aggravated:'' If Essence remains, dissolves and enters hibernation in a Conditioned location. If no Essence remains, it is destroyed.<br />
'''Influence:''' Hunting •<br />
* ''1 Essence'' • Roll ''Power + Finesse'' • Add to Defense, make an emotion stronger, or add Rank to Health or Structure for individuals connected to them. <br />
'''Manifestations'''<br />
* ''Discorporate:'' No cost. Spirit can discorporate as though it had lost all Corpus.<br />
* ''Familiar:'' No cost. Spirit is bonded to a mage, preventing Essence bleed. Spirit and mage have a Connected Sympathetic link, may use one another's senses with a reflexive action (casting magic through those senses requires a Reach for remote viewing but not Sympathetic Range Attainment), and can pass Mana and Essence between them (Essence > Mana loses 1 point in exchange). If discorporated, entity will reform in a location bearing the mage's Signature Nimbus. <br />
* ''Reaching:'' Spirit only • 1 Essence • Power + Finesse (- Gauntlet). Spirit applies the Reaching Condition to itself.<br />
'''Numina'''<br />
* ''Animal Control (R):'' 1 Essence; Power + Finesse – target’s Resolve. Spirit exerts control over an animal for the rest of the scene; may exert control over up to [Finesse] animals at once, activating this Numen for each animal.<br />
* ''Camouflage:'' 1 Essence. Spirit blends with background as long as it remains still; those trying to spot the spirit receive a penalty equal to Finesse.<br />
* ''Seek (R):'' 1–2 Essence; Finesse. Spirit detects an event or thing directly related to its influence. This is at a range of two miles, or twenty miles if it spends 2 Essence at activation.<br />
<br />
==Friends and Family==<br />
<br />
<br />
[[Image:MamaKing.jpg|left|thumb|'''Lori King''']]<br />
*Mom - Lan (Lori) King<br />
*Dad - Captain Walter King<br />
[[Image:WalterKing.jpg|right|thumb|'''Cpt. Walter King''']]<br />
*Grandma Minh Chau (Mary) Pham<br />
[[Image:GrandmaKing.jpg|left|thumb|'''Mary Pham''']]<br />
*Aunt Hoang (Holly) Pham<br><br />
[[Image:AuntHolly.jpg|right|thumb|'''Holly Pham''']]<br />
*Aunt Trang (Tammy) Pham<br><br />
[[Image:AuntTammy.jpg|left|thumb|'''Tammy Pham''']]<br />
*Aunt Linh (Lisa) Pham<br><br />
[[Image:AuntLisa.jpg|right|thumb|'''Lisa Pham''']]<br />
*Tenille is an orange Eurasier. Also a she.<br />
[[Image:Tenille.jpg|left|thumb|'''Tenille''']]<br />
<br />
==Experience==<br />
{{Template:MageExperiences<br />
|CurrentBeats=2<br />
|UnspentExperiences=0<br />
|SpentExperiences=6<br />
|Earned=x<br />
|Purchases=x<br />
|ArcaneBeats=0<br />
|ArcaneExperiences=1<br />
|ArcaneSpent=8<br />
}}<br />
<br />
==Lifestyle==<br />
[[Image:xxx.jpg|right|thumb|'''Apartment B14''']]<br />
A description of your characters day to day life. <br />
* '''Money:''' xxx<br />
* '''Clothing & Jewelry:''' xxx<br />
* '''Communication:''' xxx<br />
* '''Food:''' xxx<br />
* '''Housing:''' xxx<br />
* '''Days:''' xxx<br />
* '''Evenings:''' xxx<br />
<br />
==Experience==<br />
*0 skill points held in reserve<br />
*0 merit points held in reserve</div>Gyffeshttps://www.oakthorne.net/wiki/index.php?title=Dark_Room_Khamphong_King&diff=65556Dark Room Khamphong King2022-06-25T04:22:25Z<p>Gyffes: /* Experience */</p>
<hr />
<div>{{CoDMageCharacterSheet<br />
|Image=[[Image:Khamphong.jpg|center|350 px]]<br />
|CharacterName=Khamphong "Rose" King<br />
|Virtue=Good Samaritan<br />
|Vice=Rebellious<br />
|Aspirations=*Understand the Greenhouse, Raid Aegis Kai Doru Compound, *Rescue Alie and Nancy, *Learn about Mage Society<br />
|Path=Thyrsus<br />
|Order=x<br />
|Cabal=x<br />
|Obsessions=[[Portland in Shadow|Spirit map of Portland]], Understand my Destiny<br />
|Intelligence=3<br />
|Wits=2<br />
|Resolve=2<br />
|Strength=3<br />
|Dexterity=3<br />
|Stamina=4<br />
|Presence=2<br />
|Manipulation=1<br />
|Composure=3<br />
|MentalSkills=Academics 1, Crafts 1, Medicine 4 (Veterinary), Occult 3, Science 1<br />
|PhysicalSkills=Athletics 3, Brawl 2, Survival 2, Weaponry 4 (Knife; Spear; Staff)<br />
|SocialSkills=Animal Ken 3 (Wild), Empathy 1, Expression 1, Intimidation 1, Persuasion 1<br />
|MentalMerits=Area of Expertise (Knife; Spear; Staff), Favored Weapon (Dad's Ka-bar) (••), Holistic Awareness (•), Language (Vietnamese) (•), Language (French) (•), Object Fetishism (•)<br />
|PhysicalMerits=–<br />
|SocialMerits=–<br />
|CombatMerits=Armed Defense (•••••), Defensive Combat (Weaponry •), Spear and Bayonet (•••), Staff Fighting (••••)<br />
|AwakenedMerits=Destiny (•••), Familiar (••), Fetish: Snowdrop (••), (High Speech (•), Occultation (•), Shadow Name (••), The Dark Room (•)<br />
|Health=9<br />
|Willpower=5<br />
|Wisdom=7<br />
|Size=5<br />
|Speed=10<br />
|Defense=7<br />
|Armor=0<br />
|Initiative=6<br />
|Gnosis=1<br />
|Mana=10<br />
|Yantras=2<br />
|RitualInterval=3 Hours<br />
|ArcanaLimits=3/2<br />
|Paradox=1<br />
|CombinedSpells=1<br />
|ObsessionsNumber=1<br />
|Arcana=Life 2, Prime 1, Spirit 2<br />
|Rotes=0<br />
|Praxes=Speak with Beasts (Life 1), Sacred Geometry (Prime 1)<br />
|MagicalTools=x<br />
|Attainments=• '''Counterspell:''' Life & Spirit<br>• '''Improved Pattern Restoration:''' Heal bashing damage by spending 1 mana or lethal damage by spending 2. May scour Physical Attribute ratings without lowering derived Traits as a result.<br>• '''Life Armor:''' Add half [Life] to armor and Defense. Use higher of Wits and Dexterity as Defense.<br />
|NimbusTilt={{Tilt-Terror of the Huntress}}<br />
|MageSight={{MageSight-Thyrsus}}<br />
|Legacy=None<br />
|LegacyRulingArcanum=–<br />
|LegacyAttainments=–<br />
|LegacyYantras=–<br />
|LegacyOblations=–<br />
|Conditions=x<br />
<br />
}}<br />
__NOTOC__<br />
<br />
==Background==<br />
'''Age:''' 28<br><br />
Khamphong was born to a Vietnamese mother, and an American father in 1957. Her father was part of the Military Assistance Advisory Group, who were sent as the first wave of American involvement in the Vietnam Conflict in 1955. He was to train the Army of the Republic of Vietnam, as well as relieve the French of their military involvement in the area, as they had to be out of Vietnam in the following year, as per the Geneva Conference. <br />
===Downtime Life===<br />
* '''1976:''' Events of [[Maple Shade]], begins to investigate the disappearance of her father. Discovers he basically abandoned the family. Rose begins to work with Aegis kai Doru, and Shirley joins the hunt as well.<br />
* '''1977:''' Lori files for divorce after Rose finds out about her husband. She begins to go attend temple again with Mary. Rose and Shirley begin to travel further afield on the West Coast, hunting for the Aegis. They maintain a cover identity as a punk band.<br />
* '''1978:''' Holly marries a good Vietnamese boy from temple, and a huge wedding is thrown, to Grandmother's delight. Holly moves in with him and is rarely heard from.<br />
* '''1979:''' Lori meets Leonard "Lennie" Marfield at temple and the two begin dating, much to Rose's horror. Huntress - the band and team of hunters - is formed.<br />
* '''1980:''' Lori and Lennie marry. Grandmother dies. Shortly thereafter, Mt. St. Helens erupts. Tammy disappears shortly thereafter, though she calls from LA, where she is pursuing modeling and acting. Lisa moves in with Viv for a short period of time, who helps her enroll in an art university in San Francisco.<br />
* '''1981:''' x<br />
* '''1982:''' Tammy moves to Reno and establishes herself as an entertainer and entrepreneur.<br />
* '''1983:''' x<br />
* '''1984:''' x<br />
<br />
==Rumors==<br />
* <br />
<br />
==Personality==<br />
* '''Virtue:''' ''Good Samaritan''. Regain all spent Willpower when you stop everything you're doing to help someone else in their time of need, to the possible detriment of yourself.<br />
* '''Vice:''' ''Rebellious''. Regain one spent Willpower when you take an action in direct opposition of what you're told to do.<br />
<br />
* '''Aspirations:''' <br />
** <br />
** <br />
** <br />
** <br />
** <br />
<br />
* '''Integrity: 7'''<br />
* '''Breaking Points:'''<br />
** What is the worst thing your character has personally done? <br />
** What is the worst thing your character can imagine themselves doing?<br />
** What is the worst thing your character has experienced that someone else has done?<br />
** What has your character forgotten?<br />
** What is the most traumatic thing that's ever happened to your character?<br />
<br />
===Equipment===<br />
* '''Possessions''' <br />
**1969 Black Subaru Sambar Van<br />
* '''Armor'''<br />
**SCA Heavy Fighting Armor (Rat 3/2, Str 3, Defense -2, Spd -3) [Torso, Arms]<br />
**Helmet (Rat 2/1, -1 to sight- and hearing-based Perception rolls.) [Head]<br />
**Riot Gear (3/5, Str 2, Def -2, Spd -1) [Torso, Arms, Legs]<br />
* '''Weapons''' <br />
**SCA Heavy Fighting Spear (Dam +1, Init -1, Str 2, Size 4) [Knockdown, Reach, Two-Handed]<br><br />
**SCA Heavy Fighting Sword (Dam +2, Init -2, Str 2, Size 2) [Stun]<br />
**Spear (Dam +2, Init -2, Str 2, Size 4) [Reach, Two-Handed]<br> <br />
**Large Shield (Dam +2, Init -4, Str 3, Size 3) [Concealed]<br> <br />
**Dad's Ka-Bar (Dam +1, Init -1, Str 1, Size 2) [Enhance: Crafts or Survival]<br><br />
* '''The Caller's Wand:''' ''Path Tool''. A wand wrought of kassiterum, in the shape of spiralling vines. +1 Path Tool Yantra, +2 on summoning spells. Touching an ephemeral entity with it causes the loss of 1 Essence.<br />
* '''The Puffball Stone:''' ''Grimoire ••''. A rough stone covered with small puffball fungi. When eaten, causes hallucinogenic experience that inflicts the Insensate Tilt for one hour (except that you can take spellcasting actions). The trip reveals the four rotes contained within this "grimoire" – in order to benefit from spellcasting rotes, must be tripping. If you ever spend Merits on purchasing the grimoire, you can use this drug without gaining the Insensate Tilt, and in fact being high while using it counts as a +1 environmental Yantra. Produces one dose per day, maxing out at 8 doses; a harvested dose lasts 24 hours before going bad. ''Rotes:'' Body Control (Life •• + Survival), Mutable Mask (Life •• + Empathy), Many Faces (Life ••• + Athletics), Transform Life (Life ••• + Medicine)<br />
* '''Griefwort:''' ''Healing Herb''. A unique plant that functions well for healing both mundane and magical. A character is treated as though they had the Holistic Awareness Merit if they have any doses of griefwort, and characters with that Merit may use a dose of griefwort to gain a +2 equipment bonus to Medicine checks with it. It may also be used as a +2 sacrament Yantra for spells that heal or strengthen the physical body in some way. The patch of griefwort has up to 12 doses at a time, regaining 1d10 doses per week; a harvested dose lasts one week before going bad.<br />
* '''The Font Tree:''' ''Locus •''. A tree that seems to have grown up around a spring of water, forming a pool in the "well" in the trunk. This is a one-dot locus with a Vibrance Resonance, generating 3 Essence per day.<br />
* '''Other Notes:'''<br />
<br />
===Relics===<br />
* '''''Snowdrop'' (••):''' An ancient weapon wielded by Vietnamese Buddhist sages who fought witches and shapeshifters. Like the snowdrop that hides beneath the snow, waiting to pop up to herald the spring, this blade hides itself from those seeking it. Snowdrop has been a familial relic in Rose's mother's family for generations.<br />
** '''The Hidden Blossom:''' Those who are not looking for a weapon explicitly simply miss seeing it entirely, their gaze passing over it. If someone is actively searching for the blade (visually or by a pat-down), it inflicts a -3 penalty to their attempts to do so.<br />
** '''The Blossom in Spring:''' Though it seems to be a slightly strange spade-headed dagger most of the time, like the snowdrop popping up through the snow, this blade's wooden hilt can be commanded to extend into a full spear! Spend 1 Willpower to turn it from a knife into a spear. Use the normal traits for each.<br />
<br />
===Conditions===<br />
*xxx<br />
<br />
==Merit Details==<br />
* Retainer (••••): Shirley Slaughter (Street Kid)<br />
* Area of Expertise (Spear)<br />
* Language (Vietnamese): Character can speak, read, and write in Vietnamese.<br />
* Language (French): Character can speak, read, and write in French<br />
* Weapon and Shield <br />
**Shield Bash (•): Your character slams her shield into an oncoming opponent, disrupting his attack. When Dodging add her shield’s Size to her pool. If she reduces an opponent’s attack successes to 0 then any additional successes inflict bashing damage.<br />
**Boar's Snout (••): Your character throws everything into a forward charge, trusting in her shield to protect her. Using a weapon and shield, your character can all-out attack and retain her shield’s Size bonus to Defense for the turn. If this maneuver is used the same turn by other allies with shields, then add an additional +1 to Defense for each.<br />
**Pin Weapon (•••): Your character uses her shield to trap an opponent’s weapon. If an opponent misses a melee attack against your character he is automatically disarmed.<br />
**Tortoise Shell (••••): Your character knows how to position herself so that she’s completely protected by her shield. When using a shield she is considered behind cover with Durability equal to the shield’s size plus one for each shield-wielding ally in her immediate vicinity.<br />
* Spear and Bayonet<br />
**Firm Footing (•): Your character braces herself with her weapon to skewer a charging opponent. Any opponent attempting an all-out or charge attack against your character takes her weapon’s damage automatically before he makes his attack roll. Armor subtracts from this, but then will not apply to any attacks your character makes in the same turn.<br />
**Keep at Bay (••): Your character can threaten an opponent with her weapon to prevent maneuvering. Choose an opponent with a shorter weapon; if that opponent takes any action other than backing away or Dodging he loses his Defense against your character’s next attack.<br />
**Strike and Develop (•••): Your character stabs an opponent with her weapon then turns the blade before removing it, leaving a more grisly wound. Attacks made with her weapon that inflict lethal damage causes the victim to bleed out, causing one point of lethal damage for a number of turns equal to her successes on the attack roll. Subsequent attacks can add to the total number of turns but never cause more than one point of lethal damage per turn in bleeding to the victim. She loses her Defense any turn she uses this maneuver. Drawback: Spend a point of Willpower to activate this maneuver.<br />
*Phalanx Fighter: Your character is trained to wield a spear alongside a shield. She does not increase her spear’s Strength requirement for using it one-handed as long as she’s also using a shield. She can use a spear for any Weapon and Shield maneuvers.<br />
<br />
==XXX (Familiar)==<br />
===Sabrefang (''Kuk Uhur'') (Rank 1 Nature Spirit)===<br />
[[Image:Sabrefang-familiar.jpg|right|thumb]]<br />
'''Choir of Animals, Cats Descant'''<br><br />
'''Attributes:''' Power 3 • Finesse 3 • Resistance 2<br><br />
'''Essence:''' 10 • '''Corpus:''' 6 • '''Willpower:''' 5 • '''Initiative:''' 5 • '''Defense:''' 3 • '''Speed:''' 16 • '''Size:''' 4<br><br />
'''Ban:''' Cannot enter the lair of another apex predator.<br><br />
'''Bane:''' Teeth and claws of natural predators<br><br />
* ''Contact:'' Must spend 1 WP and make a Power + Resistance roll, at a -[Rank] penalty.<br />
* ''Solidity:'' Solid while spirit is in Twilight<br />
* ''Touch:'' Inflicts 1A while Materialized, and causes Materialized Condition to end. If non-Materialized, inflicts 1L. Inflicts 1L if Fetter touches bane.<br />
* ''Weapon:'' If employed as a weapon, inflicts aggravated for Materialized, or lethal otherwise.<br />
'''Combat:''' ''Power + Finesse'' to attack • Inflict bashing damage<br />
* ''Twilight:'' May only attack and be attacked by other spirits.<br />
* ''Corpus Loss to Lethal or Aggravated:'' If Essence remains, dissolves and enters hibernation in a Conditioned location. If no Essence remains, it is destroyed.<br />
'''Influence:''' Hunting •<br />
* ''1 Essence'' • Roll ''Power + Finesse'' • Add to Defense, make an emotion stronger, or add Rank to Health or Structure for individuals connected to them. <br />
'''Manifestations'''<br />
* ''Discorporate:'' No cost. Spirit can discorporate as though it had lost all Corpus.<br />
* ''Familiar:'' No cost. Spirit is bonded to a mage, preventing Essence bleed. Spirit and mage have a Connected Sympathetic link, may use one another's senses with a reflexive action (casting magic through those senses requires a Reach for remote viewing but not Sympathetic Range Attainment), and can pass Mana and Essence between them (Essence > Mana loses 1 point in exchange). If discorporated, entity will reform in a location bearing the mage's Signature Nimbus. <br />
* ''Reaching:'' Spirit only • 1 Essence • Power + Finesse (- Gauntlet). Spirit applies the Reaching Condition to itself.<br />
'''Numina'''<br />
* ''Animal Control (R):'' 1 Essence; Power + Finesse – target’s Resolve. Spirit exerts control over an animal for the rest of the scene; may exert control over up to [Finesse] animals at once, activating this Numen for each animal.<br />
* ''Camouflage:'' 1 Essence. Spirit blends with background as long as it remains still; those trying to spot the spirit receive a penalty equal to Finesse.<br />
* ''Seek (R):'' 1–2 Essence; Finesse. Spirit detects an event or thing directly related to its influence. This is at a range of two miles, or twenty miles if it spends 2 Essence at activation.<br />
<br />
==Friends and Family==<br />
<br />
<br />
[[Image:MamaKing.jpg|left|thumb|'''Lori King''']]<br />
*Mom - Lan (Lori) King<br />
*Dad - Captain Walter King<br />
[[Image:WalterKing.jpg|right|thumb|'''Cpt. Walter King''']]<br />
*Grandma Minh Chau (Mary) Pham<br />
[[Image:GrandmaKing.jpg|left|thumb|'''Mary Pham''']]<br />
*Aunt Hoang (Holly) Pham<br><br />
[[Image:AuntHolly.jpg|right|thumb|'''Holly Pham''']]<br />
*Aunt Trang (Tammy) Pham<br><br />
[[Image:AuntTammy.jpg|left|thumb|'''Tammy Pham''']]<br />
*Aunt Linh (Lisa) Pham<br><br />
[[Image:AuntLisa.jpg|right|thumb|'''Lisa Pham''']]<br />
*Tenille is an orange Eurasier. Also a she.<br />
[[Image:Tenille.jpg|left|thumb|'''Tenille''']]<br />
<br />
==Experience==<br />
{{Template:MageExperiences<br />
|CurrentBeats=1<br />
|UnspentExperiences=0<br />
|SpentExperiences=6<br />
|Earned=x<br />
|Purchases=x<br />
|ArcaneBeats=0<br />
|ArcaneExperiences=1<br />
|ArcaneSpent=8<br />
}}<br />
<br />
==Lifestyle==<br />
[[Image:xxx.jpg|right|thumb|'''Apartment B14''']]<br />
A description of your characters day to day life. <br />
* '''Money:''' xxx<br />
* '''Clothing & Jewelry:''' xxx<br />
* '''Communication:''' xxx<br />
* '''Food:''' xxx<br />
* '''Housing:''' xxx<br />
* '''Days:''' xxx<br />
* '''Evenings:''' xxx<br />
<br />
==Experience==<br />
*0 skill points held in reserve<br />
*0 merit points held in reserve</div>Gyffeshttps://www.oakthorne.net/wiki/index.php?title=Dark_Room_Khamphong_King&diff=65554Dark Room Khamphong King2022-06-25T03:30:20Z<p>Gyffes: /* Experience */</p>
<hr />
<div>{{CoDMageCharacterSheet<br />
|Image=[[Image:Khamphong.jpg|center|350 px]]<br />
|CharacterName=Khamphong "Rose" King<br />
|Virtue=Good Samaritan<br />
|Vice=Rebellious<br />
|Aspirations=*Understand the Greenhouse, Raid Aegis Kai Doru Compound, *Rescue Alie and Nancy, *Learn about Mage Society<br />
|Path=Thyrsus<br />
|Order=x<br />
|Cabal=x<br />
|Obsessions=[[Portland in Shadow|Spirit map of Portland]], Understand my Destiny<br />
|Intelligence=3<br />
|Wits=2<br />
|Resolve=2<br />
|Strength=3<br />
|Dexterity=3<br />
|Stamina=4<br />
|Presence=2<br />
|Manipulation=1<br />
|Composure=3<br />
|MentalSkills=Academics 1, Crafts 1, Medicine 4 (Veterinary), Occult 3, Science 1<br />
|PhysicalSkills=Athletics 3, Brawl 2, Survival 2, Weaponry 4 (Knife; Spear; Staff)<br />
|SocialSkills=Animal Ken 3 (Wild), Empathy 1, Expression 1, Intimidation 1, Persuasion 1<br />
|MentalMerits=Area of Expertise (Knife; Spear; Staff), Favored Weapon (Dad's Ka-bar) (••), Holistic Awareness (•), Language (Vietnamese) (•), Language (French) (•), Object Fetishism (•)<br />
|PhysicalMerits=–<br />
|SocialMerits=–<br />
|CombatMerits=Armed Defense (•••••), Defensive Combat (Weaponry •), Spear and Bayonet (•••), Staff Fighting (••••)<br />
|AwakenedMerits=Destiny (•••), Familiar (••), Fetish: Snowdrop (••), (High Speech (•), Occultation (•), Shadow Name (••), The Dark Room (•)<br />
|Health=9<br />
|Willpower=5<br />
|Wisdom=7<br />
|Size=5<br />
|Speed=10<br />
|Defense=7<br />
|Armor=0<br />
|Initiative=6<br />
|Gnosis=1<br />
|Mana=10<br />
|Yantras=2<br />
|RitualInterval=3 Hours<br />
|ArcanaLimits=3/2<br />
|Paradox=1<br />
|CombinedSpells=1<br />
|ObsessionsNumber=1<br />
|Arcana=Life 2, Prime 1, Spirit 2<br />
|Rotes=0<br />
|Praxes=Speak with Beasts (Life 1), Sacred Geometry (Prime 1)<br />
|MagicalTools=x<br />
|Attainments=• '''Counterspell:''' Life & Spirit<br>• '''Improved Pattern Restoration:''' Heal bashing damage by spending 1 mana or lethal damage by spending 2. May scour Physical Attribute ratings without lowering derived Traits as a result.<br>• '''Life Armor:''' Add half [Life] to armor and Defense. Use higher of Wits and Dexterity as Defense.<br />
|NimbusTilt={{Tilt-Terror of the Huntress}}<br />
|MageSight={{MageSight-Thyrsus}}<br />
|Legacy=None<br />
|LegacyRulingArcanum=–<br />
|LegacyAttainments=–<br />
|LegacyYantras=–<br />
|LegacyOblations=–<br />
|Conditions=x<br />
<br />
}}<br />
__NOTOC__<br />
<br />
==Background==<br />
'''Age:''' 28<br><br />
Khamphong was born to a Vietnamese mother, and an American father in 1957. Her father was part of the Military Assistance Advisory Group, who were sent as the first wave of American involvement in the Vietnam Conflict in 1955. He was to train the Army of the Republic of Vietnam, as well as relieve the French of their military involvement in the area, as they had to be out of Vietnam in the following year, as per the Geneva Conference. <br />
===Downtime Life===<br />
* '''1976:''' Events of [[Maple Shade]], begins to investigate the disappearance of her father. Discovers he basically abandoned the family. Rose begins to work with Aegis kai Doru, and Shirley joins the hunt as well.<br />
* '''1977:''' Lori files for divorce after Rose finds out about her husband. She begins to go attend temple again with Mary. Rose and Shirley begin to travel further afield on the West Coast, hunting for the Aegis. They maintain a cover identity as a punk band.<br />
* '''1978:''' Holly marries a good Vietnamese boy from temple, and a huge wedding is thrown, to Grandmother's delight. Holly moves in with him and is rarely heard from.<br />
* '''1979:''' Lori meets Leonard "Lennie" Marfield at temple and the two begin dating, much to Rose's horror. Huntress - the band and team of hunters - is formed.<br />
* '''1980:''' Lori and Lennie marry. Grandmother dies. Shortly thereafter, Mt. St. Helens erupts. Tammy disappears shortly thereafter, though she calls from LA, where she is pursuing modeling and acting. Lisa moves in with Viv for a short period of time, who helps her enroll in an art university in San Francisco.<br />
* '''1981:''' x<br />
* '''1982:''' Tammy moves to Reno and establishes herself as an entertainer and entrepreneur.<br />
* '''1983:''' x<br />
* '''1984:''' x<br />
<br />
==Rumors==<br />
* <br />
<br />
==Personality==<br />
* '''Virtue:''' ''Good Samaritan''. Regain all spent Willpower when you stop everything you're doing to help someone else in their time of need, to the possible detriment of yourself.<br />
* '''Vice:''' ''Rebellious''. Regain one spent Willpower when you take an action in direct opposition of what you're told to do.<br />
<br />
* '''Aspirations:''' <br />
** <br />
** <br />
** <br />
** <br />
** <br />
<br />
* '''Integrity: 7'''<br />
* '''Breaking Points:'''<br />
** What is the worst thing your character has personally done? <br />
** What is the worst thing your character can imagine themselves doing?<br />
** What is the worst thing your character has experienced that someone else has done?<br />
** What has your character forgotten?<br />
** What is the most traumatic thing that's ever happened to your character?<br />
<br />
===Equipment===<br />
* '''Possessions''' <br />
**1969 Black Subaru Sambar Van<br />
* '''Armor'''<br />
**SCA Heavy Fighting Armor (Rat 3/2, Str 3, Defense -2, Spd -3) [Torso, Arms]<br />
**Helmet (Rat 2/1, -1 to sight- and hearing-based Perception rolls.) [Head]<br />
**Riot Gear (3/5, Str 2, Def -2, Spd -1) [Torso, Arms, Legs]<br />
* '''Weapons''' <br />
**SCA Heavy Fighting Spear (Dam +1, Init -1, Str 2, Size 4) [Knockdown, Reach, Two-Handed]<br><br />
**SCA Heavy Fighting Sword (Dam +2, Init -2, Str 2, Size 2) [Stun]<br />
**Spear (Dam +2, Init -2, Str 2, Size 4) [Reach, Two-Handed]<br> <br />
**Large Shield (Dam +2, Init -4, Str 3, Size 3) [Concealed]<br> <br />
**Dad's Ka-Bar (Dam +1, Init -1, Str 1, Size 2) [Enhance: Crafts or Survival]<br><br />
* '''The Caller's Wand:''' ''Path Tool''. A wand wrought of kassiterum, in the shape of spiralling vines. +1 Path Tool Yantra, +2 on summoning spells. Touching an ephemeral entity with it causes the loss of 1 Essence.<br />
* '''The Puffball Stone:''' ''Grimoire ••''. A rough stone covered with small puffball fungi. When eaten, causes hallucinogenic experience that inflicts the Insensate Tilt for one hour (except that you can take spellcasting actions). The trip reveals the four rotes contained within this "grimoire" – in order to benefit from spellcasting rotes, must be tripping. If you ever spend Merits on purchasing the grimoire, you can use this drug without gaining the Insensate Tilt, and in fact being high while using it counts as a +1 environmental Yantra. Produces one dose per day, maxing out at 8 doses; a harvested dose lasts 24 hours before going bad. ''Rotes:'' Body Control (Life •• + Survival), Mutable Mask (Life •• + Empathy), Many Faces (Life ••• + Athletics), Transform Life (Life ••• + Medicine)<br />
* '''Griefwort:''' ''Healing Herb''. A unique plant that functions well for healing both mundane and magical. A character is treated as though they had the Holistic Awareness Merit if they have any doses of griefwort, and characters with that Merit may use a dose of griefwort to gain a +2 equipment bonus to Medicine checks with it. It may also be used as a +2 sacrament Yantra for spells that heal or strengthen the physical body in some way. The patch of griefwort has up to 12 doses at a time, regaining 1d10 doses per week; a harvested dose lasts one week before going bad.<br />
* '''The Font Tree:''' ''Locus •''. A tree that seems to have grown up around a spring of water, forming a pool in the "well" in the trunk. This is a one-dot locus with a Vibrance Resonance, generating 3 Essence per day.<br />
* '''Other Notes:'''<br />
<br />
===Relics===<br />
* '''''Snowdrop'' (••):''' An ancient weapon wielded by Vietnamese Buddhist sages who fought witches and shapeshifters. Like the snowdrop that hides beneath the snow, waiting to pop up to herald the spring, this blade hides itself from those seeking it. Snowdrop has been a familial relic in Rose's mother's family for generations.<br />
** '''The Hidden Blossom:''' Those who are not looking for a weapon explicitly simply miss seeing it entirely, their gaze passing over it. If someone is actively searching for the blade (visually or by a pat-down), it inflicts a -3 penalty to their attempts to do so.<br />
** '''The Blossom in Spring:''' Though it seems to be a slightly strange spade-headed dagger most of the time, like the snowdrop popping up through the snow, this blade's wooden hilt can be commanded to extend into a full spear! Spend 1 Willpower to turn it from a knife into a spear. Use the normal traits for each.<br />
<br />
===Conditions===<br />
*xxx<br />
<br />
==Merit Details==<br />
* Retainer (••••): Shirley Slaughter (Street Kid)<br />
* Area of Expertise (Spear)<br />
* Language (Vietnamese): Character can speak, read, and write in Vietnamese.<br />
* Language (French): Character can speak, read, and write in French<br />
* Weapon and Shield <br />
**Shield Bash (•): Your character slams her shield into an oncoming opponent, disrupting his attack. When Dodging add her shield’s Size to her pool. If she reduces an opponent’s attack successes to 0 then any additional successes inflict bashing damage.<br />
**Boar's Snout (••): Your character throws everything into a forward charge, trusting in her shield to protect her. Using a weapon and shield, your character can all-out attack and retain her shield’s Size bonus to Defense for the turn. If this maneuver is used the same turn by other allies with shields, then add an additional +1 to Defense for each.<br />
**Pin Weapon (•••): Your character uses her shield to trap an opponent’s weapon. If an opponent misses a melee attack against your character he is automatically disarmed.<br />
**Tortoise Shell (••••): Your character knows how to position herself so that she’s completely protected by her shield. When using a shield she is considered behind cover with Durability equal to the shield’s size plus one for each shield-wielding ally in her immediate vicinity.<br />
* Spear and Bayonet<br />
**Firm Footing (•): Your character braces herself with her weapon to skewer a charging opponent. Any opponent attempting an all-out or charge attack against your character takes her weapon’s damage automatically before he makes his attack roll. Armor subtracts from this, but then will not apply to any attacks your character makes in the same turn.<br />
**Keep at Bay (••): Your character can threaten an opponent with her weapon to prevent maneuvering. Choose an opponent with a shorter weapon; if that opponent takes any action other than backing away or Dodging he loses his Defense against your character’s next attack.<br />
**Strike and Develop (•••): Your character stabs an opponent with her weapon then turns the blade before removing it, leaving a more grisly wound. Attacks made with her weapon that inflict lethal damage causes the victim to bleed out, causing one point of lethal damage for a number of turns equal to her successes on the attack roll. Subsequent attacks can add to the total number of turns but never cause more than one point of lethal damage per turn in bleeding to the victim. She loses her Defense any turn she uses this maneuver. Drawback: Spend a point of Willpower to activate this maneuver.<br />
*Phalanx Fighter: Your character is trained to wield a spear alongside a shield. She does not increase her spear’s Strength requirement for using it one-handed as long as she’s also using a shield. She can use a spear for any Weapon and Shield maneuvers.<br />
<br />
==XXX (Familiar)==<br />
===Sabrefang (''Kuk Uhur'') (Rank 1 Nature Spirit)===<br />
[[Image:Sabrefang-familiar.jpg|right|thumb]]<br />
'''Choir of Animals, Cats Descant'''<br><br />
'''Attributes:''' Power 3 • Finesse 3 • Resistance 2<br><br />
'''Essence:''' 10 • '''Corpus:''' 6 • '''Willpower:''' 5 • '''Initiative:''' 5 • '''Defense:''' 3 • '''Speed:''' 16 • '''Size:''' 4<br><br />
'''Ban:''' Cannot enter the lair of another apex predator.<br><br />
'''Bane:''' Teeth and claws of natural predators<br><br />
* ''Contact:'' Must spend 1 WP and make a Power + Resistance roll, at a -[Rank] penalty.<br />
* ''Solidity:'' Solid while spirit is in Twilight<br />
* ''Touch:'' Inflicts 1A while Materialized, and causes Materialized Condition to end. If non-Materialized, inflicts 1L. Inflicts 1L if Fetter touches bane.<br />
* ''Weapon:'' If employed as a weapon, inflicts aggravated for Materialized, or lethal otherwise.<br />
'''Combat:''' ''Power + Finesse'' to attack • Inflict bashing damage<br />
* ''Twilight:'' May only attack and be attacked by other spirits.<br />
* ''Corpus Loss to Lethal or Aggravated:'' If Essence remains, dissolves and enters hibernation in a Conditioned location. If no Essence remains, it is destroyed.<br />
'''Influence:''' Hunting •<br />
* ''1 Essence'' • Roll ''Power + Finesse'' • Add to Defense, make an emotion stronger, or add Rank to Health or Structure for individuals connected to them. <br />
'''Manifestations'''<br />
* ''Discorporate:'' No cost. Spirit can discorporate as though it had lost all Corpus.<br />
* ''Familiar:'' No cost. Spirit is bonded to a mage, preventing Essence bleed. Spirit and mage have a Connected Sympathetic link, may use one another's senses with a reflexive action (casting magic through those senses requires a Reach for remote viewing but not Sympathetic Range Attainment), and can pass Mana and Essence between them (Essence > Mana loses 1 point in exchange). If discorporated, entity will reform in a location bearing the mage's Signature Nimbus. <br />
* ''Reaching:'' Spirit only • 1 Essence • Power + Finesse (- Gauntlet). Spirit applies the Reaching Condition to itself.<br />
'''Numina'''<br />
* ''Animal Control (R):'' 1 Essence; Power + Finesse – target’s Resolve. Spirit exerts control over an animal for the rest of the scene; may exert control over up to [Finesse] animals at once, activating this Numen for each animal.<br />
* ''Camouflage:'' 1 Essence. Spirit blends with background as long as it remains still; those trying to spot the spirit receive a penalty equal to Finesse.<br />
* ''Seek (R):'' 1–2 Essence; Finesse. Spirit detects an event or thing directly related to its influence. This is at a range of two miles, or twenty miles if it spends 2 Essence at activation.<br />
<br />
==Friends and Family==<br />
<br />
<br />
[[Image:MamaKing.jpg|left|thumb|'''Lori King''']]<br />
*Mom - Lan (Lori) King<br />
*Dad - Captain Walter King<br />
[[Image:WalterKing.jpg|right|thumb|'''Cpt. Walter King''']]<br />
*Grandma Minh Chau (Mary) Pham<br />
[[Image:GrandmaKing.jpg|left|thumb|'''Mary Pham''']]<br />
*Aunt Hoang (Holly) Pham<br><br />
[[Image:AuntHolly.jpg|right|thumb|'''Holly Pham''']]<br />
*Aunt Trang (Tammy) Pham<br><br />
[[Image:AuntTammy.jpg|left|thumb|'''Tammy Pham''']]<br />
*Aunt Linh (Lisa) Pham<br><br />
[[Image:AuntLisa.jpg|right|thumb|'''Lisa Pham''']]<br />
*Tenille is an orange Eurasier. Also a she.<br />
[[Image:Tenille.jpg|left|thumb|'''Tenille''']]<br />
<br />
==Experience==<br />
{{Template:MageExperiences<br />
|CurrentBeats=0<br />
|UnspentExperiences=0<br />
|SpentExperiences=6<br />
|Earned=x<br />
|Purchases=x<br />
|ArcaneBeats=0<br />
|ArcaneExperiences=1<br />
|ArcaneSpent=8<br />
}}<br />
<br />
==Lifestyle==<br />
[[Image:xxx.jpg|right|thumb|'''Apartment B14''']]<br />
A description of your characters day to day life. <br />
* '''Money:''' xxx<br />
* '''Clothing & Jewelry:''' xxx<br />
* '''Communication:''' xxx<br />
* '''Food:''' xxx<br />
* '''Housing:''' xxx<br />
* '''Days:''' xxx<br />
* '''Evenings:''' xxx<br />
<br />
==Experience==<br />
*0 skill points held in reserve<br />
*0 merit points held in reserve</div>Gyffeshttps://www.oakthorne.net/wiki/index.php?title=Dark_Room_Khamphong_King&diff=65551Dark Room Khamphong King2022-06-25T03:19:53Z<p>Gyffes: /* Experience */</p>
<hr />
<div>{{CoDMageCharacterSheet<br />
|Image=[[Image:Khamphong.jpg|center|350 px]]<br />
|CharacterName=Khamphong "Rose" King<br />
|Virtue=Good Samaritan<br />
|Vice=Rebellious<br />
|Aspirations=*Understand the Greenhouse, Raid Aegis Kai Doru Compound, *Rescue Alie and Nancy, *Learn about Mage Society<br />
|Path=Thyrsus<br />
|Order=x<br />
|Cabal=x<br />
|Obsessions=[[Portland in Shadow|Spirit map of Portland]], Understand my Destiny<br />
|Intelligence=3<br />
|Wits=2<br />
|Resolve=2<br />
|Strength=3<br />
|Dexterity=3<br />
|Stamina=4<br />
|Presence=2<br />
|Manipulation=1<br />
|Composure=3<br />
|MentalSkills=Academics 1, Crafts 1, Medicine 4 (Veterinary), Occult 3, Science 1<br />
|PhysicalSkills=Athletics 3, Brawl 2, Survival 2, Weaponry 4 (Knife; Spear; Staff)<br />
|SocialSkills=Animal Ken 3 (Wild), Empathy 1, Expression 1, Intimidation 1, Persuasion 1<br />
|MentalMerits=Area of Expertise (Knife; Spear; Staff), Favored Weapon (Dad's Ka-bar) (••), Holistic Awareness (•), Language (Vietnamese) (•), Language (French) (•), Object Fetishism (•)<br />
|PhysicalMerits=–<br />
|SocialMerits=–<br />
|CombatMerits=Armed Defense (•••••), Defensive Combat (Weaponry •), Spear and Bayonet (•••), Staff Fighting (••••)<br />
|AwakenedMerits=Destiny (•••), Familiar (••), Fetish: Snowdrop (••), (High Speech (•), Occultation (•), Shadow Name (••), The Dark Room (•)<br />
|Health=9<br />
|Willpower=5<br />
|Wisdom=7<br />
|Size=5<br />
|Speed=10<br />
|Defense=7<br />
|Armor=0<br />
|Initiative=6<br />
|Gnosis=1<br />
|Mana=10<br />
|Yantras=2<br />
|RitualInterval=3 Hours<br />
|ArcanaLimits=3/2<br />
|Paradox=1<br />
|CombinedSpells=1<br />
|ObsessionsNumber=1<br />
|Arcana=Life 2, Prime 1, Spirit 2<br />
|Rotes=0<br />
|Praxes=Speak with Beasts (Life 1), Sacred Geometry (Prime 1)<br />
|MagicalTools=x<br />
|Attainments=• '''Counterspell:''' Life & Spirit<br>• '''Improved Pattern Restoration:''' Heal bashing damage by spending 1 mana or lethal damage by spending 2. May scour Physical Attribute ratings without lowering derived Traits as a result.<br>• '''Life Armor:''' Add half [Life] to armor and Defense. Use higher of Wits and Dexterity as Defense.<br />
|NimbusTilt={{Tilt-Terror of the Huntress}}<br />
|MageSight={{MageSight-Thyrsus}}<br />
|Legacy=None<br />
|LegacyRulingArcanum=–<br />
|LegacyAttainments=–<br />
|LegacyYantras=–<br />
|LegacyOblations=–<br />
|Conditions=x<br />
<br />
}}<br />
__NOTOC__<br />
<br />
==Background==<br />
'''Age:''' 28<br><br />
Khamphong was born to a Vietnamese mother, and an American father in 1957. Her father was part of the Military Assistance Advisory Group, who were sent as the first wave of American involvement in the Vietnam Conflict in 1955. He was to train the Army of the Republic of Vietnam, as well as relieve the French of their military involvement in the area, as they had to be out of Vietnam in the following year, as per the Geneva Conference. <br />
===Downtime Life===<br />
* '''1976:''' Events of [[Maple Shade]], begins to investigate the disappearance of her father. Discovers he basically abandoned the family. Rose begins to work with Aegis kai Doru, and Shirley joins the hunt as well.<br />
* '''1977:''' Lori files for divorce after Rose finds out about her husband. She begins to go attend temple again with Mary. Rose and Shirley begin to travel further afield on the West Coast, hunting for the Aegis. They maintain a cover identity as a punk band.<br />
* '''1978:''' Holly marries a good Vietnamese boy from temple, and a huge wedding is thrown, to Grandmother's delight. Holly moves in with him and is rarely heard from.<br />
* '''1979:''' Lori meets Leonard "Lennie" Marfield at temple and the two begin dating, much to Rose's horror. Huntress - the band and team of hunters - is formed.<br />
* '''1980:''' Lori and Lennie marry. Grandmother dies. Shortly thereafter, Mt. St. Helens erupts. Tammy disappears shortly thereafter, though she calls from LA, where she is pursuing modeling and acting. Lisa moves in with Viv for a short period of time, who helps her enroll in an art university in San Francisco.<br />
* '''1981:''' x<br />
* '''1982:''' Tammy moves to Reno and establishes herself as an entertainer and entrepreneur.<br />
* '''1983:''' x<br />
* '''1984:''' x<br />
<br />
==Rumors==<br />
* <br />
<br />
==Personality==<br />
* '''Virtue:''' ''Good Samaritan''. Regain all spent Willpower when you stop everything you're doing to help someone else in their time of need, to the possible detriment of yourself.<br />
* '''Vice:''' ''Rebellious''. Regain one spent Willpower when you take an action in direct opposition of what you're told to do.<br />
<br />
* '''Aspirations:''' <br />
** <br />
** <br />
** <br />
** <br />
** <br />
<br />
* '''Integrity: 7'''<br />
* '''Breaking Points:'''<br />
** What is the worst thing your character has personally done? <br />
** What is the worst thing your character can imagine themselves doing?<br />
** What is the worst thing your character has experienced that someone else has done?<br />
** What has your character forgotten?<br />
** What is the most traumatic thing that's ever happened to your character?<br />
<br />
===Equipment===<br />
* '''Possessions''' <br />
**1969 Black Subaru Sambar Van<br />
* '''Armor'''<br />
**SCA Heavy Fighting Armor (Rat 3/2, Str 3, Defense -2, Spd -3) [Torso, Arms]<br />
**Helmet (Rat 2/1, -1 to sight- and hearing-based Perception rolls.) [Head]<br />
**Riot Gear (3/5, Str 2, Def -2, Spd -1) [Torso, Arms, Legs]<br />
* '''Weapons''' <br />
**SCA Heavy Fighting Spear (Dam +1, Init -1, Str 2, Size 4) [Knockdown, Reach, Two-Handed]<br><br />
**SCA Heavy Fighting Sword (Dam +2, Init -2, Str 2, Size 2) [Stun]<br />
**Spear (Dam +2, Init -2, Str 2, Size 4) [Reach, Two-Handed]<br> <br />
**Large Shield (Dam +2, Init -4, Str 3, Size 3) [Concealed]<br> <br />
**Dad's Ka-Bar (Dam +1, Init -1, Str 1, Size 2) [Enhance: Crafts or Survival]<br><br />
* '''The Caller's Wand:''' ''Path Tool''. A wand wrought of kassiterum, in the shape of spiralling vines. +1 Path Tool Yantra, +2 on summoning spells. Touching an ephemeral entity with it causes the loss of 1 Essence.<br />
* '''The Puffball Stone:''' ''Grimoire ••''. A rough stone covered with small puffball fungi. When eaten, causes hallucinogenic experience that inflicts the Insensate Tilt for one hour (except that you can take spellcasting actions). The trip reveals the four rotes contained within this "grimoire" – in order to benefit from spellcasting rotes, must be tripping. If you ever spend Merits on purchasing the grimoire, you can use this drug without gaining the Insensate Tilt, and in fact being high while using it counts as a +1 environmental Yantra. Produces one dose per day, maxing out at 8 doses; a harvested dose lasts 24 hours before going bad. ''Rotes:'' Body Control (Life •• + Survival), Mutable Mask (Life •• + Empathy), Many Faces (Life ••• + Athletics), Transform Life (Life ••• + Medicine)<br />
* '''Griefwort:''' ''Healing Herb''. A unique plant that functions well for healing both mundane and magical. A character is treated as though they had the Holistic Awareness Merit if they have any doses of griefwort, and characters with that Merit may use a dose of griefwort to gain a +2 equipment bonus to Medicine checks with it. It may also be used as a +2 sacrament Yantra for spells that heal or strengthen the physical body in some way. The patch of griefwort has up to 12 doses at a time, regaining 1d10 doses per week; a harvested dose lasts one week before going bad.<br />
* '''The Font Tree:''' ''Locus •''. A tree that seems to have grown up around a spring of water, forming a pool in the "well" in the trunk. This is a one-dot locus with a Vibrance Resonance, generating 3 Essence per day.<br />
* '''Other Notes:'''<br />
<br />
===Relics===<br />
* '''''Snowdrop'' (••):''' An ancient weapon wielded by Vietnamese Buddhist sages who fought witches and shapeshifters. Like the snowdrop that hides beneath the snow, waiting to pop up to herald the spring, this blade hides itself from those seeking it. Snowdrop has been a familial relic in Rose's mother's family for generations.<br />
** '''The Hidden Blossom:''' Those who are not looking for a weapon explicitly simply miss seeing it entirely, their gaze passing over it. If someone is actively searching for the blade (visually or by a pat-down), it inflicts a -3 penalty to their attempts to do so.<br />
** '''The Blossom in Spring:''' Though it seems to be a slightly strange spade-headed dagger most of the time, like the snowdrop popping up through the snow, this blade's wooden hilt can be commanded to extend into a full spear! Spend 1 Willpower to turn it from a knife into a spear. Use the normal traits for each.<br />
<br />
===Conditions===<br />
*xxx<br />
<br />
==Merit Details==<br />
* Retainer (••••): Shirley Slaughter (Street Kid)<br />
* Area of Expertise (Spear)<br />
* Language (Vietnamese): Character can speak, read, and write in Vietnamese.<br />
* Language (French): Character can speak, read, and write in French<br />
* Weapon and Shield <br />
**Shield Bash (•): Your character slams her shield into an oncoming opponent, disrupting his attack. When Dodging add her shield’s Size to her pool. If she reduces an opponent’s attack successes to 0 then any additional successes inflict bashing damage.<br />
**Boar's Snout (••): Your character throws everything into a forward charge, trusting in her shield to protect her. Using a weapon and shield, your character can all-out attack and retain her shield’s Size bonus to Defense for the turn. If this maneuver is used the same turn by other allies with shields, then add an additional +1 to Defense for each.<br />
**Pin Weapon (•••): Your character uses her shield to trap an opponent’s weapon. If an opponent misses a melee attack against your character he is automatically disarmed.<br />
**Tortoise Shell (••••): Your character knows how to position herself so that she’s completely protected by her shield. When using a shield she is considered behind cover with Durability equal to the shield’s size plus one for each shield-wielding ally in her immediate vicinity.<br />
* Spear and Bayonet<br />
**Firm Footing (•): Your character braces herself with her weapon to skewer a charging opponent. Any opponent attempting an all-out or charge attack against your character takes her weapon’s damage automatically before he makes his attack roll. Armor subtracts from this, but then will not apply to any attacks your character makes in the same turn.<br />
**Keep at Bay (••): Your character can threaten an opponent with her weapon to prevent maneuvering. Choose an opponent with a shorter weapon; if that opponent takes any action other than backing away or Dodging he loses his Defense against your character’s next attack.<br />
**Strike and Develop (•••): Your character stabs an opponent with her weapon then turns the blade before removing it, leaving a more grisly wound. Attacks made with her weapon that inflict lethal damage causes the victim to bleed out, causing one point of lethal damage for a number of turns equal to her successes on the attack roll. Subsequent attacks can add to the total number of turns but never cause more than one point of lethal damage per turn in bleeding to the victim. She loses her Defense any turn she uses this maneuver. Drawback: Spend a point of Willpower to activate this maneuver.<br />
*Phalanx Fighter: Your character is trained to wield a spear alongside a shield. She does not increase her spear’s Strength requirement for using it one-handed as long as she’s also using a shield. She can use a spear for any Weapon and Shield maneuvers.<br />
<br />
==XXX (Familiar)==<br />
===Sabrefang (''Kuk Uhur'') (Rank 1 Nature Spirit)===<br />
[[Image:Sabrefang-familiar.jpg|right|thumb]]<br />
'''Choir of Animals, Cats Descant'''<br><br />
'''Attributes:''' Power 3 • Finesse 3 • Resistance 2<br><br />
'''Essence:''' 10 • '''Corpus:''' 6 • '''Willpower:''' 5 • '''Initiative:''' 5 • '''Defense:''' 3 • '''Speed:''' 16 • '''Size:''' 4<br><br />
'''Ban:''' Cannot enter the lair of another apex predator.<br><br />
'''Bane:''' Teeth and claws of natural predators<br><br />
* ''Contact:'' Must spend 1 WP and make a Power + Resistance roll, at a -[Rank] penalty.<br />
* ''Solidity:'' Solid while spirit is in Twilight<br />
* ''Touch:'' Inflicts 1A while Materialized, and causes Materialized Condition to end. If non-Materialized, inflicts 1L. Inflicts 1L if Fetter touches bane.<br />
* ''Weapon:'' If employed as a weapon, inflicts aggravated for Materialized, or lethal otherwise.<br />
'''Combat:''' ''Power + Finesse'' to attack • Inflict bashing damage<br />
* ''Twilight:'' May only attack and be attacked by other spirits.<br />
* ''Corpus Loss to Lethal or Aggravated:'' If Essence remains, dissolves and enters hibernation in a Conditioned location. If no Essence remains, it is destroyed.<br />
'''Influence:''' Hunting •<br />
* ''1 Essence'' • Roll ''Power + Finesse'' • Add to Defense, make an emotion stronger, or add Rank to Health or Structure for individuals connected to them. <br />
'''Manifestations'''<br />
* ''Discorporate:'' No cost. Spirit can discorporate as though it had lost all Corpus.<br />
* ''Familiar:'' No cost. Spirit is bonded to a mage, preventing Essence bleed. Spirit and mage have a Connected Sympathetic link, may use one another's senses with a reflexive action (casting magic through those senses requires a Reach for remote viewing but not Sympathetic Range Attainment), and can pass Mana and Essence between them (Essence > Mana loses 1 point in exchange). If discorporated, entity will reform in a location bearing the mage's Signature Nimbus. <br />
* ''Reaching:'' Spirit only • 1 Essence • Power + Finesse (- Gauntlet). Spirit applies the Reaching Condition to itself.<br />
'''Numina'''<br />
* ''Animal Control (R):'' 1 Essence; Power + Finesse – target’s Resolve. Spirit exerts control over an animal for the rest of the scene; may exert control over up to [Finesse] animals at once, activating this Numen for each animal.<br />
* ''Camouflage:'' 1 Essence. Spirit blends with background as long as it remains still; those trying to spot the spirit receive a penalty equal to Finesse.<br />
* ''Seek (R):'' 1–2 Essence; Finesse. Spirit detects an event or thing directly related to its influence. This is at a range of two miles, or twenty miles if it spends 2 Essence at activation.<br />
<br />
==Friends and Family==<br />
<br />
<br />
[[Image:MamaKing.jpg|left|thumb|'''Lori King''']]<br />
*Mom - Lan (Lori) King<br />
*Dad - Captain Walter King<br />
[[Image:WalterKing.jpg|right|thumb|'''Cpt. Walter King''']]<br />
*Grandma Minh Chau (Mary) Pham<br />
[[Image:GrandmaKing.jpg|left|thumb|'''Mary Pham''']]<br />
*Aunt Hoang (Holly) Pham<br><br />
[[Image:AuntHolly.jpg|right|thumb|'''Holly Pham''']]<br />
*Aunt Trang (Tammy) Pham<br><br />
[[Image:AuntTammy.jpg|left|thumb|'''Tammy Pham''']]<br />
*Aunt Linh (Lisa) Pham<br><br />
[[Image:AuntLisa.jpg|right|thumb|'''Lisa Pham''']]<br />
*Tenille is an orange Eurasier. Also a she.<br />
[[Image:Tenille.jpg|left|thumb|'''Tenille''']]<br />
<br />
==Experience==<br />
{{Template:MageExperiences<br />
|CurrentBeats=0<br />
|UnspentExperiences=0<br />
|SpentExperiences=6<br />
|Earned=x<br />
|Purchases=x<br />
|ArcaneBeats=4<br />
|ArcaneExperiences=0<br />
|ArcaneSpent=8<br />
}}<br />
<br />
==Lifestyle==<br />
[[Image:xxx.jpg|right|thumb|'''Apartment B14''']]<br />
A description of your characters day to day life. <br />
* '''Money:''' xxx<br />
* '''Clothing & Jewelry:''' xxx<br />
* '''Communication:''' xxx<br />
* '''Food:''' xxx<br />
* '''Housing:''' xxx<br />
* '''Days:''' xxx<br />
* '''Evenings:''' xxx<br />
<br />
==Experience==<br />
*0 skill points held in reserve<br />
*0 merit points held in reserve</div>Gyffeshttps://www.oakthorne.net/wiki/index.php?title=Dark_Room_Khamphong_King&diff=65543Dark Room Khamphong King2022-06-11T06:57:14Z<p>Gyffes: </p>
<hr />
<div>{{CoDMageCharacterSheet<br />
|Image=[[Image:Khamphong.jpg|center|350 px]]<br />
|CharacterName=Khamphong "Rose" King<br />
|Virtue=Good Samaritan<br />
|Vice=Rebellious<br />
|Aspirations=*Understand the Greenhouse, Raid Aegis Kai Doru Compound, *Rescue Alie and Nancy, *Learn about Mage Society<br />
|Path=Thyrsus<br />
|Order=x<br />
|Cabal=x<br />
|Obsessions=[[Portland in Shadow|Spirit map of Portland]], Understand my Destiny<br />
|Intelligence=3<br />
|Wits=2<br />
|Resolve=2<br />
|Strength=3<br />
|Dexterity=3<br />
|Stamina=4<br />
|Presence=2<br />
|Manipulation=1<br />
|Composure=3<br />
|MentalSkills=Academics 1, Crafts 1, Medicine 4 (Veterinary), Occult 3, Science 1<br />
|PhysicalSkills=Athletics 3, Brawl 2, Survival 2, Weaponry 4 (Knife; Spear; Staff)<br />
|SocialSkills=Animal Ken 3 (Wild), Empathy 1, Expression 1, Intimidation 1, Persuasion 1<br />
|MentalMerits=Area of Expertise (Knife; Spear; Staff), Favored Weapon (Dad's Ka-bar) (••), Holistic Awareness (•), Language (Vietnamese) (•), Language (French) (•), Object Fetishism (•)<br />
|PhysicalMerits=–<br />
|SocialMerits=–<br />
|CombatMerits=Armed Defense (•••••), Defensive Combat (Weaponry •), Spear and Bayonet (•••), Staff Fighting (••••)<br />
|AwakenedMerits=Destiny (•••), Familiar (••), Fetish: Snowdrop (••), (High Speech (•), Occultation (•), Shadow Name (••), The Dark Room (•)<br />
|Health=9<br />
|Willpower=5<br />
|Wisdom=7<br />
|Size=5<br />
|Speed=10<br />
|Defense=7<br />
|Armor=0<br />
|Initiative=6<br />
|Gnosis=1<br />
|Mana=10<br />
|Yantras=2<br />
|RitualInterval=3 Hours<br />
|ArcanaLimits=3/2<br />
|Paradox=1<br />
|CombinedSpells=1<br />
|ObsessionsNumber=1<br />
|Arcana=Life 2, Prime 1, Spirit 2<br />
|Rotes=0<br />
|Praxes=Speak with Beasts (Life 1), Sacred Geometry (Prime 1)<br />
|MagicalTools=x<br />
|Attainments=• '''Counterspell:''' Life & Spirit<br>• '''Improved Pattern Restoration:''' Heal bashing damage by spending 1 mana or lethal damage by spending 2. May scour Physical Attribute ratings without lowering derived Traits as a result.<br>• '''Life Armor:''' Add half [Life] to armor and Defense. Use higher of Wits and Dexterity as Defense.<br />
|NimbusTilt={{Tilt-Terror of the Huntress}}<br />
|MageSight={{MageSight-Thyrsus}}<br />
|Legacy=None<br />
|LegacyRulingArcanum=–<br />
|LegacyAttainments=–<br />
|LegacyYantras=–<br />
|LegacyOblations=–<br />
|Conditions=x<br />
<br />
}}<br />
__NOTOC__<br />
<br />
==Background==<br />
'''Age:''' 28<br><br />
Khamphong was born to a Vietnamese mother, and an American father in 1957. Her father was part of the Military Assistance Advisory Group, who were sent as the first wave of American involvement in the Vietnam Conflict in 1955. He was to train the Army of the Republic of Vietnam, as well as relieve the French of their military involvement in the area, as they had to be out of Vietnam in the following year, as per the Geneva Conference. <br />
===Downtime Life===<br />
* '''1976:''' Events of [[Maple Shade]], begins to investigate the disappearance of her father. Discovers he basically abandoned the family. Rose begins to work with Aegis kai Doru, and Shirley joins the hunt as well.<br />
* '''1977:''' Lori files for divorce after Rose finds out about her husband. She begins to go attend temple again with Mary. Rose and Shirley begin to travel further afield on the West Coast, hunting for the Aegis. They maintain a cover identity as a punk band.<br />
* '''1978:''' Holly marries a good Vietnamese boy from temple, and a huge wedding is thrown, to Grandmother's delight. Holly moves in with him and is rarely heard from.<br />
* '''1979:''' Lori meets Leonard "Lennie" Marfield at temple and the two begin dating, much to Rose's horror. Huntress - the band and team of hunters - is formed.<br />
* '''1980:''' Lori and Lennie marry. Grandmother dies. Shortly thereafter, Mt. St. Helens erupts. Tammy disappears shortly thereafter, though she calls from LA, where she is pursuing modeling and acting. Lisa moves in with Viv for a short period of time, who helps her enroll in an art university in San Francisco.<br />
* '''1981:''' x<br />
* '''1982:''' Tammy moves to Reno and establishes herself as an entertainer and entrepreneur.<br />
* '''1983:''' x<br />
* '''1984:''' x<br />
<br />
==Rumors==<br />
* <br />
<br />
==Personality==<br />
* '''Virtue:''' ''Good Samaritan''. Regain all spent Willpower when you stop everything you're doing to help someone else in their time of need, to the possible detriment of yourself.<br />
* '''Vice:''' ''Rebellious''. Regain one spent Willpower when you take an action in direct opposition of what you're told to do.<br />
<br />
* '''Aspirations:''' <br />
** <br />
** <br />
** <br />
** <br />
** <br />
<br />
* '''Integrity: 7'''<br />
* '''Breaking Points:'''<br />
** What is the worst thing your character has personally done? <br />
** What is the worst thing your character can imagine themselves doing?<br />
** What is the worst thing your character has experienced that someone else has done?<br />
** What has your character forgotten?<br />
** What is the most traumatic thing that's ever happened to your character?<br />
<br />
===Equipment===<br />
* '''Possessions''' <br />
**1969 Black Subaru Sambar Van<br />
* '''Armor'''<br />
**SCA Heavy Fighting Armor (Rat 3/2, Str 3, Defense -2, Spd -3) [Torso, Arms]<br />
**Helmet (Rat 2/1, -1 to sight- and hearing-based Perception rolls.) [Head]<br />
**Riot Gear (3/5, Str 2, Def -2, Spd -1) [Torso, Arms, Legs]<br />
* '''Weapons''' <br />
**SCA Heavy Fighting Spear (Dam +1, Init -1, Str 2, Size 4) [Knockdown, Reach, Two-Handed]<br><br />
**SCA Heavy Fighting Sword (Dam +2, Init -2, Str 2, Size 2) [Stun]<br />
**Spear (Dam +2, Init -2, Str 2, Size 4) [Reach, Two-Handed]<br> <br />
**Large Shield (Dam +2, Init -4, Str 3, Size 3) [Concealed]<br> <br />
**Dad's Ka-Bar (Dam +1, Init -1, Str 1, Size 2) [Enhance: Crafts or Survival]<br><br />
* '''The Caller's Wand:''' ''Path Tool''. A wand wrought of kassiterum, in the shape of spiralling vines. +1 Path Tool Yantra, +2 on summoning spells. Touching an ephemeral entity with it causes the loss of 1 Essence.<br />
* '''The Puffball Stone:''' ''Grimoire ••''. A rough stone covered with small puffball fungi. When eaten, causes hallucinogenic experience that inflicts the Insensate Tilt for one hour (except that you can take spellcasting actions). The trip reveals the four rotes contained within this "grimoire" – in order to benefit from spellcasting rotes, must be tripping. If you ever spend Merits on purchasing the grimoire, you can use this drug without gaining the Insensate Tilt, and in fact being high while using it counts as a +1 environmental Yantra. Produces one dose per day, maxing out at 8 doses; a harvested dose lasts 24 hours before going bad. ''Rotes:'' Body Control (Life •• + Survival), Mutable Mask (Life •• + Empathy), Many Faces (Life ••• + Athletics), Transform Life (Life ••• + Medicine)<br />
* '''Griefwort:''' ''Healing Herb''. A unique plant that functions well for healing both mundane and magical. A character is treated as though they had the Holistic Awareness Merit if they have any doses of griefwort, and characters with that Merit may use a dose of griefwort to gain a +2 equipment bonus to Medicine checks with it. It may also be used as a +2 sacrament Yantra for spells that heal or strengthen the physical body in some way. The patch of griefwort has up to 12 doses at a time, regaining 1d10 doses per week; a harvested dose lasts one week before going bad.<br />
* '''The Font Tree:''' ''Locus •''. A tree that seems to have grown up around a spring of water, forming a pool in the "well" in the trunk. This is a one-dot locus with a Vibrance Resonance, generating 3 Essence per day.<br />
* '''Other Notes:'''<br />
<br />
===Relics===<br />
* '''''Snowdrop'' (••):''' An ancient weapon wielded by Vietnamese Buddhist sages who fought witches and shapeshifters. Like the snowdrop that hides beneath the snow, waiting to pop up to herald the spring, this blade hides itself from those seeking it. Snowdrop has been a familial relic in Rose's mother's family for generations.<br />
** '''The Hidden Blossom:''' Those who are not looking for a weapon explicitly simply miss seeing it entirely, their gaze passing over it. If someone is actively searching for the blade (visually or by a pat-down), it inflicts a -3 penalty to their attempts to do so.<br />
** '''The Blossom in Spring:''' Though it seems to be a slightly strange spade-headed dagger most of the time, like the snowdrop popping up through the snow, this blade's wooden hilt can be commanded to extend into a full spear! Spend 1 Willpower to turn it from a knife into a spear. Use the normal traits for each.<br />
<br />
===Conditions===<br />
*xxx<br />
<br />
==Merit Details==<br />
* Retainer (••••): Shirley Slaughter (Street Kid)<br />
* Area of Expertise (Spear)<br />
* Language (Vietnamese): Character can speak, read, and write in Vietnamese.<br />
* Language (French): Character can speak, read, and write in French<br />
* Weapon and Shield <br />
**Shield Bash (•): Your character slams her shield into an oncoming opponent, disrupting his attack. When Dodging add her shield’s Size to her pool. If she reduces an opponent’s attack successes to 0 then any additional successes inflict bashing damage.<br />
**Boar's Snout (••): Your character throws everything into a forward charge, trusting in her shield to protect her. Using a weapon and shield, your character can all-out attack and retain her shield’s Size bonus to Defense for the turn. If this maneuver is used the same turn by other allies with shields, then add an additional +1 to Defense for each.<br />
**Pin Weapon (•••): Your character uses her shield to trap an opponent’s weapon. If an opponent misses a melee attack against your character he is automatically disarmed.<br />
**Tortoise Shell (••••): Your character knows how to position herself so that she’s completely protected by her shield. When using a shield she is considered behind cover with Durability equal to the shield’s size plus one for each shield-wielding ally in her immediate vicinity.<br />
* Spear and Bayonet<br />
**Firm Footing (•): Your character braces herself with her weapon to skewer a charging opponent. Any opponent attempting an all-out or charge attack against your character takes her weapon’s damage automatically before he makes his attack roll. Armor subtracts from this, but then will not apply to any attacks your character makes in the same turn.<br />
**Keep at Bay (••): Your character can threaten an opponent with her weapon to prevent maneuvering. Choose an opponent with a shorter weapon; if that opponent takes any action other than backing away or Dodging he loses his Defense against your character’s next attack.<br />
**Strike and Develop (•••): Your character stabs an opponent with her weapon then turns the blade before removing it, leaving a more grisly wound. Attacks made with her weapon that inflict lethal damage causes the victim to bleed out, causing one point of lethal damage for a number of turns equal to her successes on the attack roll. Subsequent attacks can add to the total number of turns but never cause more than one point of lethal damage per turn in bleeding to the victim. She loses her Defense any turn she uses this maneuver. Drawback: Spend a point of Willpower to activate this maneuver.<br />
*Phalanx Fighter: Your character is trained to wield a spear alongside a shield. She does not increase her spear’s Strength requirement for using it one-handed as long as she’s also using a shield. She can use a spear for any Weapon and Shield maneuvers.<br />
<br />
==XXX (Familiar)==<br />
===Sabrefang (''Kuk Uhur'') (Rank 1 Nature Spirit)===<br />
[[Image:Sabrefang-familiar.jpg|right|thumb]]<br />
'''Choir of Animals, Cats Descant'''<br><br />
'''Attributes:''' Power 3 • Finesse 3 • Resistance 2<br><br />
'''Essence:''' 10 • '''Corpus:''' 6 • '''Willpower:''' 5 • '''Initiative:''' 5 • '''Defense:''' 3 • '''Speed:''' 16 • '''Size:''' 4<br><br />
'''Ban:''' Cannot enter the lair of another apex predator.<br><br />
'''Bane:''' Teeth and claws of natural predators<br><br />
* ''Contact:'' Must spend 1 WP and make a Power + Resistance roll, at a -[Rank] penalty.<br />
* ''Solidity:'' Solid while spirit is in Twilight<br />
* ''Touch:'' Inflicts 1A while Materialized, and causes Materialized Condition to end. If non-Materialized, inflicts 1L. Inflicts 1L if Fetter touches bane.<br />
* ''Weapon:'' If employed as a weapon, inflicts aggravated for Materialized, or lethal otherwise.<br />
'''Combat:''' ''Power + Finesse'' to attack • Inflict bashing damage<br />
* ''Twilight:'' May only attack and be attacked by other spirits.<br />
* ''Corpus Loss to Lethal or Aggravated:'' If Essence remains, dissolves and enters hibernation in a Conditioned location. If no Essence remains, it is destroyed.<br />
'''Influence:''' Hunting •<br />
* ''1 Essence'' • Roll ''Power + Finesse'' • Add to Defense, make an emotion stronger, or add Rank to Health or Structure for individuals connected to them. <br />
'''Manifestations'''<br />
* ''Discorporate:'' No cost. Spirit can discorporate as though it had lost all Corpus.<br />
* ''Familiar:'' No cost. Spirit is bonded to a mage, preventing Essence bleed. Spirit and mage have a Connected Sympathetic link, may use one another's senses with a reflexive action (casting magic through those senses requires a Reach for remote viewing but not Sympathetic Range Attainment), and can pass Mana and Essence between them (Essence > Mana loses 1 point in exchange). If discorporated, entity will reform in a location bearing the mage's Signature Nimbus. <br />
* ''Reaching:'' Spirit only • 1 Essence • Power + Finesse (- Gauntlet). Spirit applies the Reaching Condition to itself.<br />
'''Numina'''<br />
* ''Animal Control (R):'' 1 Essence; Power + Finesse – target’s Resolve. Spirit exerts control over an animal for the rest of the scene; may exert control over up to [Finesse] animals at once, activating this Numen for each animal.<br />
* ''Camouflage:'' 1 Essence. Spirit blends with background as long as it remains still; those trying to spot the spirit receive a penalty equal to Finesse.<br />
* ''Seek (R):'' 1–2 Essence; Finesse. Spirit detects an event or thing directly related to its influence. This is at a range of two miles, or twenty miles if it spends 2 Essence at activation.<br />
<br />
==Friends and Family==<br />
<br />
<br />
[[Image:MamaKing.jpg|left|thumb|'''Lori King''']]<br />
*Mom - Lan (Lori) King<br />
*Dad - Captain Walter King<br />
[[Image:WalterKing.jpg|right|thumb|'''Cpt. Walter King''']]<br />
*Grandma Minh Chau (Mary) Pham<br />
[[Image:GrandmaKing.jpg|left|thumb|'''Mary Pham''']]<br />
*Aunt Hoang (Holly) Pham<br><br />
[[Image:AuntHolly.jpg|right|thumb|'''Holly Pham''']]<br />
*Aunt Trang (Tammy) Pham<br><br />
[[Image:AuntTammy.jpg|left|thumb|'''Tammy Pham''']]<br />
*Aunt Linh (Lisa) Pham<br><br />
[[Image:AuntLisa.jpg|right|thumb|'''Lisa Pham''']]<br />
*Tenille is an orange Eurasier. Also a she.<br />
[[Image:Tenille.jpg|left|thumb|'''Tenille''']]<br />
<br />
==Experience==<br />
{{Template:MageExperiences<br />
|CurrentBeats=0<br />
|UnspentExperiences=0<br />
|SpentExperiences=6<br />
|Earned=x<br />
|Purchases=x<br />
|ArcaneBeats=3<br />
|ArcaneExperiences=0<br />
|ArcaneSpent=8<br />
}}<br />
<br />
==Lifestyle==<br />
[[Image:xxx.jpg|right|thumb|'''Apartment B14''']]<br />
A description of your characters day to day life. <br />
* '''Money:''' xxx<br />
* '''Clothing & Jewelry:''' xxx<br />
* '''Communication:''' xxx<br />
* '''Food:''' xxx<br />
* '''Housing:''' xxx<br />
* '''Days:''' xxx<br />
* '''Evenings:''' xxx<br />
<br />
==Experience==<br />
*0 skill points held in reserve<br />
*0 merit points held in reserve</div>Gyffeshttps://www.oakthorne.net/wiki/index.php?title=Dark_Room_Khamphong_King&diff=65542Dark Room Khamphong King2022-06-11T06:52:50Z<p>Gyffes: /* Experience */</p>
<hr />
<div>{{CoDMageCharacterSheet<br />
|Image=[[Image:Khamphong.jpg|center|350 px]]<br />
|CharacterName=Khamphong "Rose" King<br />
|Virtue=Good Samaritan<br />
|Vice=Rebellious<br />
|Aspirations=*Understand the Greenhouse, Raid Aegis Kai Doru Compound, *Rescue Alie and Nancy, *Learn about Mage Society<br />
|Path=Thyrsus<br />
|Order=x<br />
|Cabal=x<br />
|Obsessions=[[Portland in Shadow|Spirit map of Portland]], Understand my Destiny<br />
|Intelligence=3<br />
|Wits=2<br />
|Resolve=2<br />
|Strength=3<br />
|Dexterity=3<br />
|Stamina=4<br />
|Presence=2<br />
|Manipulation=1<br />
|Composure=3<br />
|MentalSkills=Academics 1, Crafts 1, Medicine 4 (Veterinary), Occult 3, Science 1<br />
|PhysicalSkills=Athletics 3, Brawl 2, Survival 2, Weaponry 4 (Knife; Spear; Staff)<br />
|SocialSkills=Animal Ken 3 (Wild), Empathy 1, Expression 1, Intimidation 1, Persuasion 1<br />
|MentalMerits=Area of Expertise (Knife; Spear; Staff), Favored Weapon (Dad's Ka-bar) (••), Language (Vietnamese) (•), Language (French) (•), Object Fetishism (•)<br />
|PhysicalMerits=–<br />
|SocialMerits=–<br />
|CombatMerits=Armed Defense (•••••), Defensive Combat (Weaponry •), Spear and Bayonet (•••), Staff Fighting (••••)<br />
|AwakenedMerits=Destiny (•••), Familiar (••), High Speech (•), Occultation (•), Shadow Name (••), The Dark Room (•)<br />
|Health=9<br />
|Willpower=5<br />
|Wisdom=7<br />
|Size=5<br />
|Speed=10<br />
|Defense=7<br />
|Armor=0<br />
|Initiative=6<br />
|Gnosis=1<br />
|Mana=10<br />
|Yantras=2<br />
|RitualInterval=3 Hours<br />
|ArcanaLimits=3/2<br />
|Paradox=1<br />
|CombinedSpells=1<br />
|ObsessionsNumber=1<br />
|Arcana=Life 2, Prime 1, Spirit 1<br />
|Rotes=0<br />
|Praxes=Speak with Beasts (Life 1), Sacred Geometry (Prime 1)<br />
|MagicalTools=x<br />
|Attainments=• '''Counterspell:''' Life & Spirit<br>• '''Improved Pattern Restoration:''' Heal bashing damage by spending 1 mana or lethal damage by spending 2. May scour Physical Attribute ratings without lowering derived Traits as a result.<br>• '''Life Armor:''' Add half [Life] to armor and Defense. Use higher of Wits and Dexterity as Defense.<br />
|NimbusTilt={{Tilt-Terror of the Huntress}}<br />
|MageSight={{MageSight-Thyrsus}}<br />
|Legacy=None<br />
|LegacyRulingArcanum=–<br />
|LegacyAttainments=–<br />
|LegacyYantras=–<br />
|LegacyOblations=–<br />
|Conditions=x<br />
<br />
}}<br />
__NOTOC__<br />
<br />
==Background==<br />
'''Age:''' 28<br><br />
Khamphong was born to a Vietnamese mother, and an American father in 1957. Her father was part of the Military Assistance Advisory Group, who were sent as the first wave of American involvement in the Vietnam Conflict in 1955. He was to train the Army of the Republic of Vietnam, as well as relieve the French of their military involvement in the area, as they had to be out of Vietnam in the following year, as per the Geneva Conference. <br />
===Downtime Life===<br />
* '''1976:''' Events of [[Maple Shade]], begins to investigate the disappearance of her father. Discovers he basically abandoned the family. Rose begins to work with Aegis kai Doru, and Shirley joins the hunt as well.<br />
* '''1977:''' Lori files for divorce after Rose finds out about her husband. She begins to go attend temple again with Mary. Rose and Shirley begin to travel further afield on the West Coast, hunting for the Aegis. They maintain a cover identity as a punk band.<br />
* '''1978:''' Holly marries a good Vietnamese boy from temple, and a huge wedding is thrown, to Grandmother's delight. Holly moves in with him and is rarely heard from.<br />
* '''1979:''' Lori meets Leonard "Lennie" Marfield at temple and the two begin dating, much to Rose's horror. Huntress - the band and team of hunters - is formed.<br />
* '''1980:''' Lori and Lennie marry. Grandmother dies. Shortly thereafter, Mt. St. Helens erupts. Tammy disappears shortly thereafter, though she calls from LA, where she is pursuing modeling and acting. Lisa moves in with Viv for a short period of time, who helps her enroll in an art university in San Francisco.<br />
* '''1981:''' x<br />
* '''1982:''' Tammy moves to Reno and establishes herself as an entertainer and entrepreneur.<br />
* '''1983:''' x<br />
* '''1984:''' x<br />
<br />
==Rumors==<br />
* <br />
<br />
==Personality==<br />
* '''Virtue:''' ''Good Samaritan''. Regain all spent Willpower when you stop everything you're doing to help someone else in their time of need, to the possible detriment of yourself.<br />
* '''Vice:''' ''Rebellious''. Regain one spent Willpower when you take an action in direct opposition of what you're told to do.<br />
<br />
* '''Aspirations:''' <br />
** <br />
** <br />
** <br />
** <br />
** <br />
<br />
* '''Integrity: 7'''<br />
* '''Breaking Points:'''<br />
** What is the worst thing your character has personally done? <br />
** What is the worst thing your character can imagine themselves doing?<br />
** What is the worst thing your character has experienced that someone else has done?<br />
** What has your character forgotten?<br />
** What is the most traumatic thing that's ever happened to your character?<br />
<br />
===Equipment===<br />
* '''Possessions''' <br />
**1969 Black Subaru Sambar Van<br />
* '''Armor'''<br />
**SCA Heavy Fighting Armor (Rat 3/2, Str 3, Defense -2, Spd -3) [Torso, Arms]<br />
**Helmet (Rat 2/1, -1 to sight- and hearing-based Perception rolls.) [Head]<br />
**Riot Gear (3/5, Str 2, Def -2, Spd -1) [Torso, Arms, Legs]<br />
* '''Weapons''' <br />
**SCA Heavy Fighting Spear (Dam +1, Init -1, Str 2, Size 4) [Knockdown, Reach, Two-Handed]<br><br />
**SCA Heavy Fighting Sword (Dam +2, Init -2, Str 2, Size 2) [Stun]<br />
**Spear (Dam +2, Init -2, Str 2, Size 4) [Reach, Two-Handed]<br> <br />
**Large Shield (Dam +2, Init -4, Str 3, Size 3) [Concealed]<br> <br />
**Dad's Ka-Bar (Dam +1, Init -1, Str 1, Size 2) [Enhance: Crafts or Survival]<br><br />
* '''The Caller's Wand:''' ''Path Tool''. A wand wrought of kassiterum, in the shape of spiralling vines. +1 Path Tool Yantra, +2 on summoning spells. Touching an ephemeral entity with it causes the loss of 1 Essence.<br />
* '''The Puffball Stone:''' ''Grimoire ••''. A rough stone covered with small puffball fungi. When eaten, causes hallucinogenic experience that inflicts the Insensate Tilt for one hour (except that you can take spellcasting actions). The trip reveals the four rotes contained within this "grimoire" – in order to benefit from spellcasting rotes, must be tripping. If you ever spend Merits on purchasing the grimoire, you can use this drug without gaining the Insensate Tilt, and in fact being high while using it counts as a +1 environmental Yantra. Produces one dose per day, maxing out at 8 doses; a harvested dose lasts 24 hours before going bad. ''Rotes:'' Body Control (Life •• + Survival), Mutable Mask (Life •• + Empathy), Many Faces (Life ••• + Athletics), Transform Life (Life ••• + Medicine)<br />
* '''Griefwort:''' ''Healing Herb''. A unique plant that functions well for healing both mundane and magical. A character is treated as though they had the Holistic Awareness Merit if they have any doses of griefwort, and characters with that Merit may use a dose of griefwort to gain a +2 equipment bonus to Medicine checks with it. It may also be used as a +2 sacrament Yantra for spells that heal or strengthen the physical body in some way. The patch of griefwort has up to 12 doses at a time, regaining 1d10 doses per week; a harvested dose lasts one week before going bad.<br />
* '''The Font Tree:''' ''Locus •''. A tree that seems to have grown up around a spring of water, forming a pool in the "well" in the trunk. This is a one-dot locus with a Vibrance Resonance, generating 3 Essence per day.<br />
* '''Other Notes:'''<br />
<br />
===Relics===<br />
* '''''Snowdrop'' (••):''' An ancient weapon wielded by Vietnamese Buddhist sages who fought witches and shapeshifters. Like the snowdrop that hides beneath the snow, waiting to pop up to herald the spring, this blade hides itself from those seeking it. Snowdrop has been a familial relic in Rose's mother's family for generations.<br />
** '''The Hidden Blossom:''' Those who are not looking for a weapon explicitly simply miss seeing it entirely, their gaze passing over it. If someone is actively searching for the blade (visually or by a pat-down), it inflicts a -3 penalty to their attempts to do so.<br />
** '''The Blossom in Spring:''' Though it seems to be a slightly strange spade-headed dagger most of the time, like the snowdrop popping up through the snow, this blade's wooden hilt can be commanded to extend into a full spear! Spend 1 Willpower to turn it from a knife into a spear. Use the normal traits for each.<br />
<br />
===Conditions===<br />
*xxx<br />
<br />
==Merit Details==<br />
* Retainer (••••): Shirley Slaughter (Street Kid)<br />
* Area of Expertise (Spear)<br />
* Language (Vietnamese): Character can speak, read, and write in Vietnamese.<br />
* Language (French): Character can speak, read, and write in French<br />
* Weapon and Shield <br />
**Shield Bash (•): Your character slams her shield into an oncoming opponent, disrupting his attack. When Dodging add her shield’s Size to her pool. If she reduces an opponent’s attack successes to 0 then any additional successes inflict bashing damage.<br />
**Boar's Snout (••): Your character throws everything into a forward charge, trusting in her shield to protect her. Using a weapon and shield, your character can all-out attack and retain her shield’s Size bonus to Defense for the turn. If this maneuver is used the same turn by other allies with shields, then add an additional +1 to Defense for each.<br />
**Pin Weapon (•••): Your character uses her shield to trap an opponent’s weapon. If an opponent misses a melee attack against your character he is automatically disarmed.<br />
**Tortoise Shell (••••): Your character knows how to position herself so that she’s completely protected by her shield. When using a shield she is considered behind cover with Durability equal to the shield’s size plus one for each shield-wielding ally in her immediate vicinity.<br />
* Spear and Bayonet<br />
**Firm Footing (•): Your character braces herself with her weapon to skewer a charging opponent. Any opponent attempting an all-out or charge attack against your character takes her weapon’s damage automatically before he makes his attack roll. Armor subtracts from this, but then will not apply to any attacks your character makes in the same turn.<br />
**Keep at Bay (••): Your character can threaten an opponent with her weapon to prevent maneuvering. Choose an opponent with a shorter weapon; if that opponent takes any action other than backing away or Dodging he loses his Defense against your character’s next attack.<br />
**Strike and Develop (•••): Your character stabs an opponent with her weapon then turns the blade before removing it, leaving a more grisly wound. Attacks made with her weapon that inflict lethal damage causes the victim to bleed out, causing one point of lethal damage for a number of turns equal to her successes on the attack roll. Subsequent attacks can add to the total number of turns but never cause more than one point of lethal damage per turn in bleeding to the victim. She loses her Defense any turn she uses this maneuver. Drawback: Spend a point of Willpower to activate this maneuver.<br />
*Phalanx Fighter: Your character is trained to wield a spear alongside a shield. She does not increase her spear’s Strength requirement for using it one-handed as long as she’s also using a shield. She can use a spear for any Weapon and Shield maneuvers.<br />
<br />
==XXX (Familiar)==<br />
===Sabrefang (''Kuk Uhur'') (Rank 1 Nature Spirit)===<br />
[[Image:Sabrefang-familiar.jpg|right|thumb]]<br />
'''Choir of Animals, Cats Descant'''<br><br />
'''Attributes:''' Power 3 • Finesse 3 • Resistance 2<br><br />
'''Essence:''' 10 • '''Corpus:''' 6 • '''Willpower:''' 5 • '''Initiative:''' 5 • '''Defense:''' 3 • '''Speed:''' 16 • '''Size:''' 4<br><br />
'''Ban:''' Cannot enter the lair of another apex predator.<br><br />
'''Bane:''' Teeth and claws of natural predators<br><br />
* ''Contact:'' Must spend 1 WP and make a Power + Resistance roll, at a -[Rank] penalty.<br />
* ''Solidity:'' Solid while spirit is in Twilight<br />
* ''Touch:'' Inflicts 1A while Materialized, and causes Materialized Condition to end. If non-Materialized, inflicts 1L. Inflicts 1L if Fetter touches bane.<br />
* ''Weapon:'' If employed as a weapon, inflicts aggravated for Materialized, or lethal otherwise.<br />
'''Combat:''' ''Power + Finesse'' to attack • Inflict bashing damage<br />
* ''Twilight:'' May only attack and be attacked by other spirits.<br />
* ''Corpus Loss to Lethal or Aggravated:'' If Essence remains, dissolves and enters hibernation in a Conditioned location. If no Essence remains, it is destroyed.<br />
'''Influence:''' Hunting •<br />
* ''1 Essence'' • Roll ''Power + Finesse'' • Add to Defense, make an emotion stronger, or add Rank to Health or Structure for individuals connected to them. <br />
'''Manifestations'''<br />
* ''Discorporate:'' No cost. Spirit can discorporate as though it had lost all Corpus.<br />
* ''Familiar:'' No cost. Spirit is bonded to a mage, preventing Essence bleed. Spirit and mage have a Connected Sympathetic link, may use one another's senses with a reflexive action (casting magic through those senses requires a Reach for remote viewing but not Sympathetic Range Attainment), and can pass Mana and Essence between them (Essence > Mana loses 1 point in exchange). If discorporated, entity will reform in a location bearing the mage's Signature Nimbus. <br />
* ''Reaching:'' Spirit only • 1 Essence • Power + Finesse (- Gauntlet). Spirit applies the Reaching Condition to itself.<br />
'''Numina'''<br />
* ''Animal Control (R):'' 1 Essence; Power + Finesse – target’s Resolve. Spirit exerts control over an animal for the rest of the scene; may exert control over up to [Finesse] animals at once, activating this Numen for each animal.<br />
* ''Camouflage:'' 1 Essence. Spirit blends with background as long as it remains still; those trying to spot the spirit receive a penalty equal to Finesse.<br />
* ''Seek (R):'' 1–2 Essence; Finesse. Spirit detects an event or thing directly related to its influence. This is at a range of two miles, or twenty miles if it spends 2 Essence at activation.<br />
<br />
==Friends and Family==<br />
<br />
<br />
[[Image:MamaKing.jpg|left|thumb|'''Lori King''']]<br />
*Mom - Lan (Lori) King<br />
*Dad - Captain Walter King<br />
[[Image:WalterKing.jpg|right|thumb|'''Cpt. Walter King''']]<br />
*Grandma Minh Chau (Mary) Pham<br />
[[Image:GrandmaKing.jpg|left|thumb|'''Mary Pham''']]<br />
*Aunt Hoang (Holly) Pham<br><br />
[[Image:AuntHolly.jpg|right|thumb|'''Holly Pham''']]<br />
*Aunt Trang (Tammy) Pham<br><br />
[[Image:AuntTammy.jpg|left|thumb|'''Tammy Pham''']]<br />
*Aunt Linh (Lisa) Pham<br><br />
[[Image:AuntLisa.jpg|right|thumb|'''Lisa Pham''']]<br />
*Tenille is an orange Eurasier. Also a she.<br />
[[Image:Tenille.jpg|left|thumb|'''Tenille''']]<br />
<br />
==Experience==<br />
{{Template:MageExperiences<br />
|CurrentBeats=0<br />
|UnspentExperiences=0<br />
|SpentExperiences=6<br />
|Earned=x<br />
|Purchases=x<br />
|ArcaneBeats=3<br />
|ArcaneExperiences=0<br />
|ArcaneSpent=8<br />
}}<br />
<br />
==Lifestyle==<br />
[[Image:xxx.jpg|right|thumb|'''Apartment B14''']]<br />
A description of your characters day to day life. <br />
* '''Money:''' xxx<br />
* '''Clothing & Jewelry:''' xxx<br />
* '''Communication:''' xxx<br />
* '''Food:''' xxx<br />
* '''Housing:''' xxx<br />
* '''Days:''' xxx<br />
* '''Evenings:''' xxx<br />
<br />
==Experience==<br />
*0 skill points held in reserve<br />
*0 merit points held in reserve</div>Gyffeshttps://www.oakthorne.net/wiki/index.php?title=Dark_Room_Khamphong_King&diff=65539Dark Room Khamphong King2022-06-11T06:37:00Z<p>Gyffes: /* Experience */</p>
<hr />
<div>{{CoDMageCharacterSheet<br />
|Image=[[Image:Khamphong.jpg|center|350 px]]<br />
|CharacterName=Khamphong "Rose" King<br />
|Virtue=Good Samaritan<br />
|Vice=Rebellious<br />
|Aspirations=*Understand the Greenhouse, Raid Aegis Kai Doru Compound, *Rescue Alie and Nancy, *Learn about Mage Society<br />
|Path=Thyrsus<br />
|Order=x<br />
|Cabal=x<br />
|Obsessions=[[Portland in Shadow|Spirit map of Portland]], Understand my Destiny<br />
|Intelligence=3<br />
|Wits=2<br />
|Resolve=2<br />
|Strength=3<br />
|Dexterity=3<br />
|Stamina=4<br />
|Presence=2<br />
|Manipulation=1<br />
|Composure=3<br />
|MentalSkills=Academics 1, Crafts 1, Medicine 4 (Veterinary), Occult 3, Science 1<br />
|PhysicalSkills=Athletics 3, Brawl 2, Survival 2, Weaponry 4 (Knife; Spear; Staff)<br />
|SocialSkills=Animal Ken 3 (Wild), Empathy 1, Expression 1, Intimidation 1, Persuasion 1<br />
|MentalMerits=Area of Expertise (Knife; Spear; Staff), Favored Weapon (Dad's Ka-bar) (••), Language (Vietnamese) (•), Language (French) (•), Object Fetishism (•)<br />
|PhysicalMerits=–<br />
|SocialMerits=–<br />
|CombatMerits=Armed Defense (•••••), Defensive Combat (Weaponry •), Spear and Bayonet (•••), Staff Fighting (••••)<br />
|AwakenedMerits=Destiny (•••), Familiar (••), High Speech (•), Occultation (•), Shadow Name (••), The Dark Room (•)<br />
|Health=9<br />
|Willpower=5<br />
|Wisdom=7<br />
|Size=5<br />
|Speed=10<br />
|Defense=7<br />
|Armor=0<br />
|Initiative=6<br />
|Gnosis=1<br />
|Mana=10<br />
|Yantras=2<br />
|RitualInterval=3 Hours<br />
|ArcanaLimits=3/2<br />
|Paradox=1<br />
|CombinedSpells=1<br />
|ObsessionsNumber=1<br />
|Arcana=Life 2, Prime 1, Spirit 1<br />
|Rotes=0<br />
|Praxes=Speak with Beasts (Life 1), Sacred Geometry (Prime 1)<br />
|MagicalTools=x<br />
|Attainments=• '''Counterspell:''' Life & Spirit<br>• '''Improved Pattern Restoration:''' Heal bashing damage by spending 1 mana or lethal damage by spending 2. May scour Physical Attribute ratings without lowering derived Traits as a result.<br>• '''Life Armor:''' Add half [Life] to armor and Defense. Use higher of Wits and Dexterity as Defense.<br />
|NimbusTilt={{Tilt-Terror of the Huntress}}<br />
|MageSight={{MageSight-Thyrsus}}<br />
|Legacy=None<br />
|LegacyRulingArcanum=–<br />
|LegacyAttainments=–<br />
|LegacyYantras=–<br />
|LegacyOblations=–<br />
|Conditions=x<br />
<br />
}}<br />
__NOTOC__<br />
<br />
==Background==<br />
'''Age:''' 28<br><br />
Khamphong was born to a Vietnamese mother, and an American father in 1957. Her father was part of the Military Assistance Advisory Group, who were sent as the first wave of American involvement in the Vietnam Conflict in 1955. He was to train the Army of the Republic of Vietnam, as well as relieve the French of their military involvement in the area, as they had to be out of Vietnam in the following year, as per the Geneva Conference. <br />
===Downtime Life===<br />
* '''1976:''' Events of [[Maple Shade]], begins to investigate the disappearance of her father. Discovers he basically abandoned the family. Rose begins to work with Aegis kai Doru, and Shirley joins the hunt as well.<br />
* '''1977:''' Lori files for divorce after Rose finds out about her husband. She begins to go attend temple again with Mary. Rose and Shirley begin to travel further afield on the West Coast, hunting for the Aegis. They maintain a cover identity as a punk band.<br />
* '''1978:''' Holly marries a good Vietnamese boy from temple, and a huge wedding is thrown, to Grandmother's delight. Holly moves in with him and is rarely heard from.<br />
* '''1979:''' Lori meets Leonard "Lennie" Marfield at temple and the two begin dating, much to Rose's horror. Huntress - the band and team of hunters - is formed.<br />
* '''1980:''' Lori and Lennie marry. Grandmother dies. Shortly thereafter, Mt. St. Helens erupts. Tammy disappears shortly thereafter, though she calls from LA, where she is pursuing modeling and acting. Lisa moves in with Viv for a short period of time, who helps her enroll in an art university in San Francisco.<br />
* '''1981:''' x<br />
* '''1982:''' Tammy moves to Reno and establishes herself as an entertainer and entrepreneur.<br />
* '''1983:''' x<br />
* '''1984:''' x<br />
<br />
==Rumors==<br />
* <br />
<br />
==Personality==<br />
* '''Virtue:''' ''Good Samaritan''. Regain all spent Willpower when you stop everything you're doing to help someone else in their time of need, to the possible detriment of yourself.<br />
* '''Vice:''' ''Rebellious''. Regain one spent Willpower when you take an action in direct opposition of what you're told to do.<br />
<br />
* '''Aspirations:''' <br />
** <br />
** <br />
** <br />
** <br />
** <br />
<br />
* '''Integrity: 7'''<br />
* '''Breaking Points:'''<br />
** What is the worst thing your character has personally done? <br />
** What is the worst thing your character can imagine themselves doing?<br />
** What is the worst thing your character has experienced that someone else has done?<br />
** What has your character forgotten?<br />
** What is the most traumatic thing that's ever happened to your character?<br />
<br />
===Equipment===<br />
* '''Possessions''' <br />
**1969 Black Subaru Sambar Van<br />
* '''Armor'''<br />
**SCA Heavy Fighting Armor (Rat 3/2, Str 3, Defense -2, Spd -3) [Torso, Arms]<br />
**Helmet (Rat 2/1, -1 to sight- and hearing-based Perception rolls.) [Head]<br />
**Riot Gear (3/5, Str 2, Def -2, Spd -1) [Torso, Arms, Legs]<br />
* '''Weapons''' <br />
**SCA Heavy Fighting Spear (Dam +1, Init -1, Str 2, Size 4) [Knockdown, Reach, Two-Handed]<br><br />
**SCA Heavy Fighting Sword (Dam +2, Init -2, Str 2, Size 2) [Stun]<br />
**Spear (Dam +2, Init -2, Str 2, Size 4) [Reach, Two-Handed]<br> <br />
**Large Shield (Dam +2, Init -4, Str 3, Size 3) [Concealed]<br> <br />
**Dad's Ka-Bar (Dam +1, Init -1, Str 1, Size 2) [Enhance: Crafts or Survival]<br><br />
* '''The Caller's Wand:''' ''Path Tool''. A wand wrought of kassiterum, in the shape of spiralling vines. +1 Path Tool Yantra, +2 on summoning spells. Touching an ephemeral entity with it causes the loss of 1 Essence.<br />
* '''The Puffball Stone:''' ''Grimoire ••''. A rough stone covered with small puffball fungi. When eaten, causes hallucinogenic experience that inflicts the Insensate Tilt for one hour (except that you can take spellcasting actions). The trip reveals the four rotes contained within this "grimoire" – in order to benefit from spellcasting rotes, must be tripping. If you ever spend Merits on purchasing the grimoire, you can use this drug without gaining the Insensate Tilt, and in fact being high while using it counts as a +1 environmental Yantra. Produces one dose per day, maxing out at 8 doses; a harvested dose lasts 24 hours before going bad. ''Rotes:'' Body Control (Life •• + Survival), Mutable Mask (Life •• + Empathy), Many Faces (Life ••• + Athletics), Transform Life (Life ••• + Medicine)<br />
* '''Griefwort:''' ''Healing Herb''. A unique plant that functions well for healing both mundane and magical. A character is treated as though they had the Holistic Awareness Merit if they have any doses of griefwort, and characters with that Merit may use a dose of griefwort to gain a +2 equipment bonus to Medicine checks with it. It may also be used as a +2 sacrament Yantra for spells that heal or strengthen the physical body in some way. The patch of griefwort has up to 12 doses at a time, regaining 1d10 doses per week; a harvested dose lasts one week before going bad.<br />
* '''The Font Tree:''' ''Locus •''. A tree that seems to have grown up around a spring of water, forming a pool in the "well" in the trunk. This is a one-dot locus with a Vibrance Resonance, generating 3 Essence per day.<br />
* '''Other Notes:'''<br />
<br />
===Relics===<br />
* '''''Snowdrop'' (••):''' An ancient weapon wielded by Vietnamese Buddhist sages who fought witches and shapeshifters. Like the snowdrop that hides beneath the snow, waiting to pop up to herald the spring, this blade hides itself from those seeking it. Snowdrop has been a familial relic in Rose's mother's family for generations.<br />
** '''The Hidden Blossom:''' Those who are not looking for a weapon explicitly simply miss seeing it entirely, their gaze passing over it. If someone is actively searching for the blade (visually or by a pat-down), it inflicts a -3 penalty to their attempts to do so.<br />
** '''The Blossom in Spring:''' Though it seems to be a slightly strange spade-headed dagger most of the time, like the snowdrop popping up through the snow, this blade's wooden hilt can be commanded to extend into a full spear! Spend 1 Willpower to turn it from a knife into a spear. Use the normal traits for each.<br />
<br />
===Conditions===<br />
*xxx<br />
<br />
==Merit Details==<br />
* Retainer (••••): Shirley Slaughter (Street Kid)<br />
* Area of Expertise (Spear)<br />
* Language (Vietnamese): Character can speak, read, and write in Vietnamese.<br />
* Language (French): Character can speak, read, and write in French<br />
* Weapon and Shield <br />
**Shield Bash (•): Your character slams her shield into an oncoming opponent, disrupting his attack. When Dodging add her shield’s Size to her pool. If she reduces an opponent’s attack successes to 0 then any additional successes inflict bashing damage.<br />
**Boar's Snout (••): Your character throws everything into a forward charge, trusting in her shield to protect her. Using a weapon and shield, your character can all-out attack and retain her shield’s Size bonus to Defense for the turn. If this maneuver is used the same turn by other allies with shields, then add an additional +1 to Defense for each.<br />
**Pin Weapon (•••): Your character uses her shield to trap an opponent’s weapon. If an opponent misses a melee attack against your character he is automatically disarmed.<br />
**Tortoise Shell (••••): Your character knows how to position herself so that she’s completely protected by her shield. When using a shield she is considered behind cover with Durability equal to the shield’s size plus one for each shield-wielding ally in her immediate vicinity.<br />
* Spear and Bayonet<br />
**Firm Footing (•): Your character braces herself with her weapon to skewer a charging opponent. Any opponent attempting an all-out or charge attack against your character takes her weapon’s damage automatically before he makes his attack roll. Armor subtracts from this, but then will not apply to any attacks your character makes in the same turn.<br />
**Keep at Bay (••): Your character can threaten an opponent with her weapon to prevent maneuvering. Choose an opponent with a shorter weapon; if that opponent takes any action other than backing away or Dodging he loses his Defense against your character’s next attack.<br />
**Strike and Develop (•••): Your character stabs an opponent with her weapon then turns the blade before removing it, leaving a more grisly wound. Attacks made with her weapon that inflict lethal damage causes the victim to bleed out, causing one point of lethal damage for a number of turns equal to her successes on the attack roll. Subsequent attacks can add to the total number of turns but never cause more than one point of lethal damage per turn in bleeding to the victim. She loses her Defense any turn she uses this maneuver. Drawback: Spend a point of Willpower to activate this maneuver.<br />
*Phalanx Fighter: Your character is trained to wield a spear alongside a shield. She does not increase her spear’s Strength requirement for using it one-handed as long as she’s also using a shield. She can use a spear for any Weapon and Shield maneuvers.<br />
<br />
==XXX (Familiar)==<br />
===Sabrefang (''Kuk Uhur'') (Rank 1 Nature Spirit)===<br />
[[Image:Sabrefang-familiar.jpg|right|thumb]]<br />
'''Choir of Animals, Cats Descant'''<br><br />
'''Attributes:''' Power 3 • Finesse 3 • Resistance 2<br><br />
'''Essence:''' 10 • '''Corpus:''' 6 • '''Willpower:''' 5 • '''Initiative:''' 5 • '''Defense:''' 3 • '''Speed:''' 16 • '''Size:''' 4<br><br />
'''Ban:''' Cannot enter the lair of another apex predator.<br><br />
'''Bane:''' Teeth and claws of natural predators<br><br />
* ''Contact:'' Must spend 1 WP and make a Power + Resistance roll, at a -[Rank] penalty.<br />
* ''Solidity:'' Solid while spirit is in Twilight<br />
* ''Touch:'' Inflicts 1A while Materialized, and causes Materialized Condition to end. If non-Materialized, inflicts 1L. Inflicts 1L if Fetter touches bane.<br />
* ''Weapon:'' If employed as a weapon, inflicts aggravated for Materialized, or lethal otherwise.<br />
'''Combat:''' ''Power + Finesse'' to attack • Inflict bashing damage<br />
* ''Twilight:'' May only attack and be attacked by other spirits.<br />
* ''Corpus Loss to Lethal or Aggravated:'' If Essence remains, dissolves and enters hibernation in a Conditioned location. If no Essence remains, it is destroyed.<br />
'''Influence:''' Hunting •<br />
* ''1 Essence'' • Roll ''Power + Finesse'' • Add to Defense, make an emotion stronger, or add Rank to Health or Structure for individuals connected to them. <br />
'''Manifestations'''<br />
* ''Discorporate:'' No cost. Spirit can discorporate as though it had lost all Corpus.<br />
* ''Familiar:'' No cost. Spirit is bonded to a mage, preventing Essence bleed. Spirit and mage have a Connected Sympathetic link, may use one another's senses with a reflexive action (casting magic through those senses requires a Reach for remote viewing but not Sympathetic Range Attainment), and can pass Mana and Essence between them (Essence > Mana loses 1 point in exchange). If discorporated, entity will reform in a location bearing the mage's Signature Nimbus. <br />
* ''Reaching:'' Spirit only • 1 Essence • Power + Finesse (- Gauntlet). Spirit applies the Reaching Condition to itself.<br />
'''Numina'''<br />
* ''Animal Control (R):'' 1 Essence; Power + Finesse – target’s Resolve. Spirit exerts control over an animal for the rest of the scene; may exert control over up to [Finesse] animals at once, activating this Numen for each animal.<br />
* ''Camouflage:'' 1 Essence. Spirit blends with background as long as it remains still; those trying to spot the spirit receive a penalty equal to Finesse.<br />
* ''Seek (R):'' 1–2 Essence; Finesse. Spirit detects an event or thing directly related to its influence. This is at a range of two miles, or twenty miles if it spends 2 Essence at activation.<br />
<br />
==Friends and Family==<br />
<br />
<br />
[[Image:MamaKing.jpg|left|thumb|'''Lori King''']]<br />
*Mom - Lan (Lori) King<br />
*Dad - Captain Walter King<br />
[[Image:WalterKing.jpg|right|thumb|'''Cpt. Walter King''']]<br />
*Grandma Minh Chau (Mary) Pham<br />
[[Image:GrandmaKing.jpg|left|thumb|'''Mary Pham''']]<br />
*Aunt Hoang (Holly) Pham<br><br />
[[Image:AuntHolly.jpg|right|thumb|'''Holly Pham''']]<br />
*Aunt Trang (Tammy) Pham<br><br />
[[Image:AuntTammy.jpg|left|thumb|'''Tammy Pham''']]<br />
*Aunt Linh (Lisa) Pham<br><br />
[[Image:AuntLisa.jpg|right|thumb|'''Lisa Pham''']]<br />
*Tenille is an orange Eurasier. Also a she.<br />
[[Image:Tenille.jpg|left|thumb|'''Tenille''']]<br />
<br />
==Experience==<br />
{{Template:MageExperiences<br />
|CurrentBeats=0<br />
|UnspentExperiences=3<br />
|SpentExperiences=3<br />
|Earned=x<br />
|Purchases=x<br />
|ArcaneBeats=3<br />
|ArcaneExperiences=4<br />
|ArcaneSpent=4<br />
}}<br />
<br />
==Lifestyle==<br />
[[Image:xxx.jpg|right|thumb|'''Apartment B14''']]<br />
A description of your characters day to day life. <br />
* '''Money:''' xxx<br />
* '''Clothing & Jewelry:''' xxx<br />
* '''Communication:''' xxx<br />
* '''Food:''' xxx<br />
* '''Housing:''' xxx<br />
* '''Days:''' xxx<br />
* '''Evenings:''' xxx<br />
<br />
==Experience==<br />
*0 skill points held in reserve<br />
*0 merit points held in reserve</div>Gyffeshttps://www.oakthorne.net/wiki/index.php?title=Portland_in_Shadow&diff=65532Portland in Shadow2022-06-11T03:08:39Z<p>Gyffes: /* North Portland */</p>
<hr />
<div>__NOTOC__<br />
The city of Portland is a vast and dynamic city, a curious alchemical mixture of natural features, urban growth and cutting edge sociology and technology. Unsurprisingly, its Shadow reflects these traits in abundance.<br />
<br />
Aside from the unique traits noted below, most of the areas in Portland adhere to the typical places that might be found in the Shadow, as noted in [[Shadow Landscape]].<br />
<br />
http://www.portlandbridges.com/portland-neighborhoods/<br />
==Ubiquitous Spirits of Portland's Shadow==<br />
* '''Temperate Rainforest Spirits:''' ''Naturals''. The native environment of Portland is that of a temperate rainforest, a fairly rare biome in the world's ecology. The heavy rain it receives makes it a lush home for plantlife of a broad variety, and even in Portland's man-infested Shadow, those tree, fern and various animal spirits still make their homes.<br />
* '''Technology Spirits:''' ''Artificials''. The prevailing interest in consumer-used technological advances in Portland makes it a hospitable environment for all sorts of technological spirits. WiFi spirits are ubiquitous, as many locations not only maintain networks, but open them up to their customers and passers by.<br />
* '''Rain Spirits:''' ''Elementals''. Spirits of rain and drizzle predominate the skies of Portland's Shadow. Though they tend to be individually weak (Portland almost never sees the kind of stormy weather that leads to the birth of storm elementals, for instance), they are quite numerous and powerful as a group. These spirits frequently war with the solar spirits who frequent the Willamette Valley for dominance of the skies.<br />
* '''Counterculture Spirits:''' ''Conceptuals''. "Keep Portland Weird" goes the saying, and that's just the way these spirits like it. Myriad spirits of countercultural and sub-cultural expressions make Portland their home: liberal politics, civil rights, queer activism, environmentalism and all manner of similar conceptuals find themselves quite at home here.<br />
* '''Solar Spirits:''' ''Celestials''. Strangely in a place that sees so much rain, Portland's Shadow has a powerful continent of solar spirits who routinely wage war with the spirits of the rain for dominance of the skies. It is said that there is a reclusive court of solar spirits far in the skies above Portland, but it is so difficult to reach that no one really knows anything about them.<br />
<br />
==Downtown/Northwest==<br />
x<br />
==Northeast Portland==<br />
x<br />
<br />
==Gresham==<br />
x<br />
<br />
==North Portland==<br />
1<br />
<br />
==Southeast Portland==<br />
x<br />
==Southwest Portland==<br />
x<br />
==[http://en.wikipedia.org/wiki/Beaverton,_Oregon Beaverton] & [http://en.wikipedia.org/wiki/Hillsboro_Oregon Hillsboro]==<br />
x<br />
==[http://en.wikipedia.org/wiki/Tualatin,_Oregon Tualatin]==<br />
X<br />
==[http://en.wikipedia.org/wiki/Vancouver,_Washington Vancouver, WA]==<br />
X</div>Gyffeshttps://www.oakthorne.net/wiki/index.php?title=Dark_Room_Khamphong_King&diff=65499Dark Room Khamphong King2022-05-21T04:58:40Z<p>Gyffes: /* Experience */</p>
<hr />
<div>{{CoDMageCharacterSheet<br />
|Image=[[Image:Khamphong.jpg|center|350 px]]<br />
|CharacterName=Khamphong "Rose" King<br />
|Virtue=Good Samaritan<br />
|Vice=Rebellious<br />
|Aspirations=*Understand the Greenhouse, Raid Aegis Kai Doru Compound, *Rescue Alie and Nancy, *Learn about Mage Society<br />
|Path=Thyrsus<br />
|Order=x<br />
|Cabal=x<br />
|Obsessions=[[Portland in Shadow|Spirit map of Portland]], Understand my Destiny<br />
|Intelligence=3<br />
|Wits=2<br />
|Resolve=2<br />
|Strength=3<br />
|Dexterity=3<br />
|Stamina=4<br />
|Presence=2<br />
|Manipulation=1<br />
|Composure=3<br />
|MentalSkills=Academics 1, Crafts 1, Medicine 4 (Veterinary), Occult 3, Science 1<br />
|PhysicalSkills=Athletics 3, Brawl 2, Survival 2, Weaponry 4 (Knife; Spear; Staff)<br />
|SocialSkills=Animal Ken 3 (Wild), Empathy 1, Expression 1, Intimidation 1, Persuasion 1<br />
|MentalMerits=Area of Expertise (Knife; Spear; Staff), Favored Weapon (Dad's Ka-bar) (••), Language (Vietnamese) (•), Language (French) (•), Object Fetishism (•)<br />
|PhysicalMerits=–<br />
|SocialMerits=–<br />
|CombatMerits=Armed Defense (•••••), Defensive Combat (Weaponry •), Spear and Bayonet (•••), Staff Fighting (••••)<br />
|AwakenedMerits=Destiny (•••), Familiar (••), High Speech (•), Occultation (•), Shadow Name (••), The Dark Room (•)<br />
|Health=9<br />
|Willpower=5<br />
|Wisdom=7<br />
|Size=5<br />
|Speed=10<br />
|Defense=7<br />
|Armor=0<br />
|Initiative=6<br />
|Gnosis=1<br />
|Mana=10<br />
|Yantras=2<br />
|RitualInterval=3 Hours<br />
|ArcanaLimits=3/2<br />
|Paradox=1<br />
|CombinedSpells=1<br />
|ObsessionsNumber=1<br />
|Arcana=Life 2, Prime 1, Spirit 1<br />
|Rotes=0<br />
|Praxes=Speak with Beasts (Life 1), Sacred Geometry (Prime 1)<br />
|MagicalTools=x<br />
|Attainments=• '''Counterspell:''' Life & Spirit<br>• '''Improved Pattern Restoration:''' Heal bashing damage by spending 1 mana or lethal damage by spending 2. May scour Physical Attribute ratings without lowering derived Traits as a result.<br>• '''Life Armor:''' Add half [Life] to armor and Defense. Use higher of Wits and Dexterity as Defense.<br />
|NimbusTilt={{Tilt-Terror of the Huntress}}<br />
|MageSight={{MageSight-Thyrsus}}<br />
|Legacy=None<br />
|LegacyRulingArcanum=–<br />
|LegacyAttainments=–<br />
|LegacyYantras=–<br />
|LegacyOblations=–<br />
|Conditions=x<br />
<br />
}}<br />
__NOTOC__<br />
<br />
==Background==<br />
'''Age:''' 28<br><br />
Khamphong was born to a Vietnamese mother, and an American father in 1957. Her father was part of the Military Assistance Advisory Group, who were sent as the first wave of American involvement in the Vietnam Conflict in 1955. He was to train the Army of the Republic of Vietnam, as well as relieve the French of their military involvement in the area, as they had to be out of Vietnam in the following year, as per the Geneva Conference. <br />
===Downtime Life===<br />
* '''1976:''' Events of [[Maple Shade]], begins to investigate the disappearance of her father. Discovers he basically abandoned the family. Rose begins to work with Aegis kai Doru, and Shirley joins the hunt as well.<br />
* '''1977:''' Lori files for divorce after Rose finds out about her husband. She begins to go attend temple again with Mary. Rose and Shirley begin to travel further afield on the West Coast, hunting for the Aegis. They maintain a cover identity as a punk band.<br />
* '''1978:''' Holly marries a good Vietnamese boy from temple, and a huge wedding is thrown, to Grandmother's delight. Holly moves in with him and is rarely heard from.<br />
* '''1979:''' Lori meets Leonard "Lennie" Marfield at temple and the two begin dating, much to Rose's horror. Huntress - the band and team of hunters - is formed.<br />
* '''1980:''' Lori and Lennie marry. Grandmother dies. Shortly thereafter, Mt. St. Helens erupts. Tammy disappears shortly thereafter, though she calls from LA, where she is pursuing modeling and acting. Lisa moves in with Viv for a short period of time, who helps her enroll in an art university in San Francisco.<br />
* '''1981:''' x<br />
* '''1982:''' Tammy moves to Reno and establishes herself as an entertainer and entrepreneur.<br />
* '''1983:''' x<br />
* '''1984:''' x<br />
<br />
==Rumors==<br />
* <br />
<br />
==Personality==<br />
* '''Virtue:''' ''Good Samaritan''. Regain all spent Willpower when you stop everything you're doing to help someone else in their time of need, to the possible detriment of yourself.<br />
* '''Vice:''' ''Rebellious''. Regain one spent Willpower when you take an action in direct opposition of what you're told to do.<br />
<br />
* '''Aspirations:''' <br />
** <br />
** <br />
** <br />
** <br />
** <br />
<br />
* '''Integrity: 7'''<br />
* '''Breaking Points:'''<br />
** What is the worst thing your character has personally done? <br />
** What is the worst thing your character can imagine themselves doing?<br />
** What is the worst thing your character has experienced that someone else has done?<br />
** What has your character forgotten?<br />
** What is the most traumatic thing that's ever happened to your character?<br />
<br />
===Equipment===<br />
* '''Possessions''' <br />
**1969 Black Subaru Sambar Van<br />
* '''Armor'''<br />
**SCA Heavy Fighting Armor (Rat 3/2, Str 3, Defense -2, Spd -3) [Torso, Arms]<br />
**Helmet (Rat 2/1, -1 to sight- and hearing-based Perception rolls.) [Head]<br />
**Riot Gear (3/5, Str 2, Def -2, Spd -1) [Torso, Arms, Legs]<br />
* '''Weapons''' <br />
**SCA Heavy Fighting Spear (Dam +1, Init -1, Str 2, Size 4) [Knockdown, Reach, Two-Handed]<br><br />
**SCA Heavy Fighting Sword (Dam +2, Init -2, Str 2, Size 2) [Stun]<br />
**Spear (Dam +2, Init -2, Str 2, Size 4) [Reach, Two-Handed]<br> <br />
**Large Shield (Dam +2, Init -4, Str 3, Size 3) [Concealed]<br> <br />
**Dad's Ka-Bar (Dam +1, Init -1, Str 1, Size 2) [Enhance: Crafts or Survival]<br><br />
* '''Other Notes:'''<br />
===Relics===<br />
* '''''Snowdrop'' (••):''' An ancient weapon wielded by Vietnamese Buddhist sages who fought witches and shapeshifters. Like the snowdrop that hides beneath the snow, waiting to pop up to herald the spring, this blade hides itself from those seeking it. Snowdrop has been a familial relic in Rose's mother's family for generations.<br />
** '''The Hidden Blossom:''' Those who are not looking for a weapon explicitly simply miss seeing it entirely, their gaze passing over it. If someone is actively searching for the blade (visually or by a pat-down), it inflicts a -3 penalty to their attempts to do so.<br />
** '''The Blossom in Spring:''' Though it seems to be a slightly strange spade-headed dagger most of the time, like the snowdrop popping up through the snow, this blade's wooden hilt can be commanded to extend into a full spear! Spend 1 Willpower to turn it from a knife into a spear. Use the normal traits for each.<br />
<br />
===Conditions===<br />
*xxx<br />
<br />
==Merit Details==<br />
* Retainer (••••): Shirley Slaughter (Street Kid)<br />
* Area of Expertise (Spear)<br />
* Language (Vietnamese): Character can speak, read, and write in Vietnamese.<br />
* Language (French): Character can speak, read, and write in French<br />
* Weapon and Shield <br />
**Shield Bash (•): Your character slams her shield into an oncoming opponent, disrupting his attack. When Dodging add her shield’s Size to her pool. If she reduces an opponent’s attack successes to 0 then any additional successes inflict bashing damage.<br />
**Boar's Snout (••): Your character throws everything into a forward charge, trusting in her shield to protect her. Using a weapon and shield, your character can all-out attack and retain her shield’s Size bonus to Defense for the turn. If this maneuver is used the same turn by other allies with shields, then add an additional +1 to Defense for each.<br />
**Pin Weapon (•••): Your character uses her shield to trap an opponent’s weapon. If an opponent misses a melee attack against your character he is automatically disarmed.<br />
**Tortoise Shell (••••): Your character knows how to position herself so that she’s completely protected by her shield. When using a shield she is considered behind cover with Durability equal to the shield’s size plus one for each shield-wielding ally in her immediate vicinity.<br />
* Spear and Bayonet<br />
**Firm Footing (•): Your character braces herself with her weapon to skewer a charging opponent. Any opponent attempting an all-out or charge attack against your character takes her weapon’s damage automatically before he makes his attack roll. Armor subtracts from this, but then will not apply to any attacks your character makes in the same turn.<br />
**Keep at Bay (••): Your character can threaten an opponent with her weapon to prevent maneuvering. Choose an opponent with a shorter weapon; if that opponent takes any action other than backing away or Dodging he loses his Defense against your character’s next attack.<br />
**Strike and Develop (•••): Your character stabs an opponent with her weapon then turns the blade before removing it, leaving a more grisly wound. Attacks made with her weapon that inflict lethal damage causes the victim to bleed out, causing one point of lethal damage for a number of turns equal to her successes on the attack roll. Subsequent attacks can add to the total number of turns but never cause more than one point of lethal damage per turn in bleeding to the victim. She loses her Defense any turn she uses this maneuver. Drawback: Spend a point of Willpower to activate this maneuver.<br />
*Phalanx Fighter: Your character is trained to wield a spear alongside a shield. She does not increase her spear’s Strength requirement for using it one-handed as long as she’s also using a shield. She can use a spear for any Weapon and Shield maneuvers.<br />
<br />
==XXX (Familiar)==<br />
===Sabrefang (''Kuk Uhur'') (Rank 1 Nature Spirit)===<br />
[[Image:Sabrefang-familiar.jpg|right|thumb]]<br />
'''Choir of Animals, Cats Descant'''<br><br />
'''Attributes:''' Power 3 • Finesse 3 • Resistance 2<br><br />
'''Essence:''' 10 • '''Corpus:''' 6 • '''Willpower:''' 5 • '''Initiative:''' 5 • '''Defense:''' 3 • '''Speed:''' 16 • '''Size:''' 4<br><br />
'''Ban:''' Cannot enter the lair of another apex predator.<br><br />
'''Bane:''' Teeth and claws of natural predators<br><br />
* ''Contact:'' Must spend 1 WP and make a Power + Resistance roll, at a -[Rank] penalty.<br />
* ''Solidity:'' Solid while spirit is in Twilight<br />
* ''Touch:'' Inflicts 1A while Materialized, and causes Materialized Condition to end. If non-Materialized, inflicts 1L. Inflicts 1L if Fetter touches bane.<br />
* ''Weapon:'' If employed as a weapon, inflicts aggravated for Materialized, or lethal otherwise.<br />
'''Combat:''' ''Power + Finesse'' to attack • Inflict bashing damage<br />
* ''Twilight:'' May only attack and be attacked by other spirits.<br />
* ''Corpus Loss to Lethal or Aggravated:'' If Essence remains, dissolves and enters hibernation in a Conditioned location. If no Essence remains, it is destroyed.<br />
'''Influence:''' Hunting •<br />
* ''1 Essence'' • Roll ''Power + Finesse'' • Add to Defense, make an emotion stronger, or add Rank to Health or Structure for individuals connected to them. <br />
'''Manifestations'''<br />
* ''Discorporate:'' No cost. Spirit can discorporate as though it had lost all Corpus.<br />
* ''Familiar:'' No cost. Spirit is bonded to a mage, preventing Essence bleed. Spirit and mage have a Connected Sympathetic link, may use one another's senses with a reflexive action (casting magic through those senses requires a Reach for remote viewing but not Sympathetic Range Attainment), and can pass Mana and Essence between them (Essence > Mana loses 1 point in exchange). If discorporated, entity will reform in a location bearing the mage's Signature Nimbus. <br />
* ''Reaching:'' Spirit only • 1 Essence • Power + Finesse (- Gauntlet). Spirit applies the Reaching Condition to itself.<br />
'''Numina'''<br />
* ''Animal Control (R):'' 1 Essence; Power + Finesse – target’s Resolve. Spirit exerts control over an animal for the rest of the scene; may exert control over up to [Finesse] animals at once, activating this Numen for each animal.<br />
* ''Camouflage:'' 1 Essence. Spirit blends with background as long as it remains still; those trying to spot the spirit receive a penalty equal to Finesse.<br />
* ''Seek (R):'' 1–2 Essence; Finesse. Spirit detects an event or thing directly related to its influence. This is at a range of two miles, or twenty miles if it spends 2 Essence at activation.<br />
<br />
==Friends and Family==<br />
<br />
<br />
[[Image:MamaKing.jpg|left|thumb|'''Lori King''']]<br />
*Mom - Lan (Lori) King<br />
*Dad - Captain Walter King<br />
[[Image:WalterKing.jpg|right|thumb|'''Cpt. Walter King''']]<br />
*Grandma Minh Chau (Mary) Pham<br />
[[Image:GrandmaKing.jpg|left|thumb|'''Mary Pham''']]<br />
*Aunt Hoang (Holly) Pham<br><br />
[[Image:AuntHolly.jpg|right|thumb|'''Holly Pham''']]<br />
*Aunt Trang (Tammy) Pham<br><br />
[[Image:AuntTammy.jpg|left|thumb|'''Tammy Pham''']]<br />
*Aunt Linh (Lisa) Pham<br><br />
[[Image:AuntLisa.jpg|right|thumb|'''Lisa Pham''']]<br />
*Tenille is an orange Eurasier. Also a she.<br />
[[Image:Tenille.jpg|left|thumb|'''Tenille''']]<br />
<br />
==Experience==<br />
{{Template:MageExperiences<br />
|CurrentBeats=1<br />
|UnspentExperiences=2<br />
|SpentExperiences=3<br />
|Earned=x<br />
|Purchases=x<br />
|ArcaneBeats=2<br />
|ArcaneExperiences=2<br />
|ArcaneSpent=4<br />
}}<br />
<br />
==Lifestyle==<br />
[[Image:xxx.jpg|right|thumb|'''Apartment B14''']]<br />
A description of your characters day to day life. <br />
* '''Money:''' xxx<br />
* '''Clothing & Jewelry:''' xxx<br />
* '''Communication:''' xxx<br />
* '''Food:''' xxx<br />
* '''Housing:''' xxx<br />
* '''Days:''' xxx<br />
* '''Evenings:''' xxx<br />
<br />
==Experience==<br />
*0 skill points held in reserve<br />
*0 merit points held in reserve</div>Gyffeshttps://www.oakthorne.net/wiki/index.php?title=Dark_Room_Khamphong_King&diff=65498Dark Room Khamphong King2022-05-21T04:57:12Z<p>Gyffes: /* Experience */</p>
<hr />
<div>{{CoDMageCharacterSheet<br />
|Image=[[Image:Khamphong.jpg|center|350 px]]<br />
|CharacterName=Khamphong "Rose" King<br />
|Virtue=Good Samaritan<br />
|Vice=Rebellious<br />
|Aspirations=*Understand the Greenhouse, Raid Aegis Kai Doru Compound, *Rescue Alie and Nancy, *Learn about Mage Society<br />
|Path=Thyrsus<br />
|Order=x<br />
|Cabal=x<br />
|Obsessions=[[Portland in Shadow|Spirit map of Portland]], Understand my Destiny<br />
|Intelligence=3<br />
|Wits=2<br />
|Resolve=2<br />
|Strength=3<br />
|Dexterity=3<br />
|Stamina=4<br />
|Presence=2<br />
|Manipulation=1<br />
|Composure=3<br />
|MentalSkills=Academics 1, Crafts 1, Medicine 4 (Veterinary), Occult 3, Science 1<br />
|PhysicalSkills=Athletics 3, Brawl 2, Survival 2, Weaponry 4 (Knife; Spear; Staff)<br />
|SocialSkills=Animal Ken 3 (Wild), Empathy 1, Expression 1, Intimidation 1, Persuasion 1<br />
|MentalMerits=Area of Expertise (Knife; Spear; Staff), Favored Weapon (Dad's Ka-bar) (••), Language (Vietnamese) (•), Language (French) (•), Object Fetishism (•)<br />
|PhysicalMerits=–<br />
|SocialMerits=–<br />
|CombatMerits=Armed Defense (•••••), Defensive Combat (Weaponry •), Spear and Bayonet (•••), Staff Fighting (••••)<br />
|AwakenedMerits=Destiny (•••), Familiar (••), High Speech (•), Occultation (•), Shadow Name (••), The Dark Room (•)<br />
|Health=9<br />
|Willpower=5<br />
|Wisdom=7<br />
|Size=5<br />
|Speed=10<br />
|Defense=7<br />
|Armor=0<br />
|Initiative=6<br />
|Gnosis=1<br />
|Mana=10<br />
|Yantras=2<br />
|RitualInterval=3 Hours<br />
|ArcanaLimits=3/2<br />
|Paradox=1<br />
|CombinedSpells=1<br />
|ObsessionsNumber=1<br />
|Arcana=Life 2, Prime 1, Spirit 1<br />
|Rotes=0<br />
|Praxes=Speak with Beasts (Life 1), Sacred Geometry (Prime 1)<br />
|MagicalTools=x<br />
|Attainments=• '''Counterspell:''' Life & Spirit<br>• '''Improved Pattern Restoration:''' Heal bashing damage by spending 1 mana or lethal damage by spending 2. May scour Physical Attribute ratings without lowering derived Traits as a result.<br>• '''Life Armor:''' Add half [Life] to armor and Defense. Use higher of Wits and Dexterity as Defense.<br />
|NimbusTilt={{Tilt-Terror of the Huntress}}<br />
|MageSight={{MageSight-Thyrsus}}<br />
|Legacy=None<br />
|LegacyRulingArcanum=–<br />
|LegacyAttainments=–<br />
|LegacyYantras=–<br />
|LegacyOblations=–<br />
|Conditions=x<br />
<br />
}}<br />
__NOTOC__<br />
<br />
==Background==<br />
'''Age:''' 28<br><br />
Khamphong was born to a Vietnamese mother, and an American father in 1957. Her father was part of the Military Assistance Advisory Group, who were sent as the first wave of American involvement in the Vietnam Conflict in 1955. He was to train the Army of the Republic of Vietnam, as well as relieve the French of their military involvement in the area, as they had to be out of Vietnam in the following year, as per the Geneva Conference. <br />
===Downtime Life===<br />
* '''1976:''' Events of [[Maple Shade]], begins to investigate the disappearance of her father. Discovers he basically abandoned the family. Rose begins to work with Aegis kai Doru, and Shirley joins the hunt as well.<br />
* '''1977:''' Lori files for divorce after Rose finds out about her husband. She begins to go attend temple again with Mary. Rose and Shirley begin to travel further afield on the West Coast, hunting for the Aegis. They maintain a cover identity as a punk band.<br />
* '''1978:''' Holly marries a good Vietnamese boy from temple, and a huge wedding is thrown, to Grandmother's delight. Holly moves in with him and is rarely heard from.<br />
* '''1979:''' Lori meets Leonard "Lennie" Marfield at temple and the two begin dating, much to Rose's horror. Huntress - the band and team of hunters - is formed.<br />
* '''1980:''' Lori and Lennie marry. Grandmother dies. Shortly thereafter, Mt. St. Helens erupts. Tammy disappears shortly thereafter, though she calls from LA, where she is pursuing modeling and acting. Lisa moves in with Viv for a short period of time, who helps her enroll in an art university in San Francisco.<br />
* '''1981:''' x<br />
* '''1982:''' Tammy moves to Reno and establishes herself as an entertainer and entrepreneur.<br />
* '''1983:''' x<br />
* '''1984:''' x<br />
<br />
==Rumors==<br />
* <br />
<br />
==Personality==<br />
* '''Virtue:''' ''Good Samaritan''. Regain all spent Willpower when you stop everything you're doing to help someone else in their time of need, to the possible detriment of yourself.<br />
* '''Vice:''' ''Rebellious''. Regain one spent Willpower when you take an action in direct opposition of what you're told to do.<br />
<br />
* '''Aspirations:''' <br />
** <br />
** <br />
** <br />
** <br />
** <br />
<br />
* '''Integrity: 7'''<br />
* '''Breaking Points:'''<br />
** What is the worst thing your character has personally done? <br />
** What is the worst thing your character can imagine themselves doing?<br />
** What is the worst thing your character has experienced that someone else has done?<br />
** What has your character forgotten?<br />
** What is the most traumatic thing that's ever happened to your character?<br />
<br />
===Equipment===<br />
* '''Possessions''' <br />
**1969 Black Subaru Sambar Van<br />
* '''Armor'''<br />
**SCA Heavy Fighting Armor (Rat 3/2, Str 3, Defense -2, Spd -3) [Torso, Arms]<br />
**Helmet (Rat 2/1, -1 to sight- and hearing-based Perception rolls.) [Head]<br />
**Riot Gear (3/5, Str 2, Def -2, Spd -1) [Torso, Arms, Legs]<br />
* '''Weapons''' <br />
**SCA Heavy Fighting Spear (Dam +1, Init -1, Str 2, Size 4) [Knockdown, Reach, Two-Handed]<br><br />
**SCA Heavy Fighting Sword (Dam +2, Init -2, Str 2, Size 2) [Stun]<br />
**Spear (Dam +2, Init -2, Str 2, Size 4) [Reach, Two-Handed]<br> <br />
**Large Shield (Dam +2, Init -4, Str 3, Size 3) [Concealed]<br> <br />
**Dad's Ka-Bar (Dam +1, Init -1, Str 1, Size 2) [Enhance: Crafts or Survival]<br><br />
* '''Other Notes:'''<br />
===Relics===<br />
* '''''Snowdrop'' (••):''' An ancient weapon wielded by Vietnamese Buddhist sages who fought witches and shapeshifters. Like the snowdrop that hides beneath the snow, waiting to pop up to herald the spring, this blade hides itself from those seeking it. Snowdrop has been a familial relic in Rose's mother's family for generations.<br />
** '''The Hidden Blossom:''' Those who are not looking for a weapon explicitly simply miss seeing it entirely, their gaze passing over it. If someone is actively searching for the blade (visually or by a pat-down), it inflicts a -3 penalty to their attempts to do so.<br />
** '''The Blossom in Spring:''' Though it seems to be a slightly strange spade-headed dagger most of the time, like the snowdrop popping up through the snow, this blade's wooden hilt can be commanded to extend into a full spear! Spend 1 Willpower to turn it from a knife into a spear. Use the normal traits for each.<br />
<br />
===Conditions===<br />
*xxx<br />
<br />
==Merit Details==<br />
* Retainer (••••): Shirley Slaughter (Street Kid)<br />
* Area of Expertise (Spear)<br />
* Language (Vietnamese): Character can speak, read, and write in Vietnamese.<br />
* Language (French): Character can speak, read, and write in French<br />
* Weapon and Shield <br />
**Shield Bash (•): Your character slams her shield into an oncoming opponent, disrupting his attack. When Dodging add her shield’s Size to her pool. If she reduces an opponent’s attack successes to 0 then any additional successes inflict bashing damage.<br />
**Boar's Snout (••): Your character throws everything into a forward charge, trusting in her shield to protect her. Using a weapon and shield, your character can all-out attack and retain her shield’s Size bonus to Defense for the turn. If this maneuver is used the same turn by other allies with shields, then add an additional +1 to Defense for each.<br />
**Pin Weapon (•••): Your character uses her shield to trap an opponent’s weapon. If an opponent misses a melee attack against your character he is automatically disarmed.<br />
**Tortoise Shell (••••): Your character knows how to position herself so that she’s completely protected by her shield. When using a shield she is considered behind cover with Durability equal to the shield’s size plus one for each shield-wielding ally in her immediate vicinity.<br />
* Spear and Bayonet<br />
**Firm Footing (•): Your character braces herself with her weapon to skewer a charging opponent. Any opponent attempting an all-out or charge attack against your character takes her weapon’s damage automatically before he makes his attack roll. Armor subtracts from this, but then will not apply to any attacks your character makes in the same turn.<br />
**Keep at Bay (••): Your character can threaten an opponent with her weapon to prevent maneuvering. Choose an opponent with a shorter weapon; if that opponent takes any action other than backing away or Dodging he loses his Defense against your character’s next attack.<br />
**Strike and Develop (•••): Your character stabs an opponent with her weapon then turns the blade before removing it, leaving a more grisly wound. Attacks made with her weapon that inflict lethal damage causes the victim to bleed out, causing one point of lethal damage for a number of turns equal to her successes on the attack roll. Subsequent attacks can add to the total number of turns but never cause more than one point of lethal damage per turn in bleeding to the victim. She loses her Defense any turn she uses this maneuver. Drawback: Spend a point of Willpower to activate this maneuver.<br />
*Phalanx Fighter: Your character is trained to wield a spear alongside a shield. She does not increase her spear’s Strength requirement for using it one-handed as long as she’s also using a shield. She can use a spear for any Weapon and Shield maneuvers.<br />
<br />
==XXX (Familiar)==<br />
===Sabrefang (''Kuk Uhur'') (Rank 1 Nature Spirit)===<br />
[[Image:Sabrefang-familiar.jpg|right|thumb]]<br />
'''Choir of Animals, Cats Descant'''<br><br />
'''Attributes:''' Power 3 • Finesse 3 • Resistance 2<br><br />
'''Essence:''' 10 • '''Corpus:''' 6 • '''Willpower:''' 5 • '''Initiative:''' 5 • '''Defense:''' 3 • '''Speed:''' 16 • '''Size:''' 4<br><br />
'''Ban:''' Cannot enter the lair of another apex predator.<br><br />
'''Bane:''' Teeth and claws of natural predators<br><br />
* ''Contact:'' Must spend 1 WP and make a Power + Resistance roll, at a -[Rank] penalty.<br />
* ''Solidity:'' Solid while spirit is in Twilight<br />
* ''Touch:'' Inflicts 1A while Materialized, and causes Materialized Condition to end. If non-Materialized, inflicts 1L. Inflicts 1L if Fetter touches bane.<br />
* ''Weapon:'' If employed as a weapon, inflicts aggravated for Materialized, or lethal otherwise.<br />
'''Combat:''' ''Power + Finesse'' to attack • Inflict bashing damage<br />
* ''Twilight:'' May only attack and be attacked by other spirits.<br />
* ''Corpus Loss to Lethal or Aggravated:'' If Essence remains, dissolves and enters hibernation in a Conditioned location. If no Essence remains, it is destroyed.<br />
'''Influence:''' Hunting •<br />
* ''1 Essence'' • Roll ''Power + Finesse'' • Add to Defense, make an emotion stronger, or add Rank to Health or Structure for individuals connected to them. <br />
'''Manifestations'''<br />
* ''Discorporate:'' No cost. Spirit can discorporate as though it had lost all Corpus.<br />
* ''Familiar:'' No cost. Spirit is bonded to a mage, preventing Essence bleed. Spirit and mage have a Connected Sympathetic link, may use one another's senses with a reflexive action (casting magic through those senses requires a Reach for remote viewing but not Sympathetic Range Attainment), and can pass Mana and Essence between them (Essence > Mana loses 1 point in exchange). If discorporated, entity will reform in a location bearing the mage's Signature Nimbus. <br />
* ''Reaching:'' Spirit only • 1 Essence • Power + Finesse (- Gauntlet). Spirit applies the Reaching Condition to itself.<br />
'''Numina'''<br />
* ''Animal Control (R):'' 1 Essence; Power + Finesse – target’s Resolve. Spirit exerts control over an animal for the rest of the scene; may exert control over up to [Finesse] animals at once, activating this Numen for each animal.<br />
* ''Camouflage:'' 1 Essence. Spirit blends with background as long as it remains still; those trying to spot the spirit receive a penalty equal to Finesse.<br />
* ''Seek (R):'' 1–2 Essence; Finesse. Spirit detects an event or thing directly related to its influence. This is at a range of two miles, or twenty miles if it spends 2 Essence at activation.<br />
<br />
==Friends and Family==<br />
<br />
<br />
[[Image:MamaKing.jpg|left|thumb|'''Lori King''']]<br />
*Mom - Lan (Lori) King<br />
*Dad - Captain Walter King<br />
[[Image:WalterKing.jpg|right|thumb|'''Cpt. Walter King''']]<br />
*Grandma Minh Chau (Mary) Pham<br />
[[Image:GrandmaKing.jpg|left|thumb|'''Mary Pham''']]<br />
*Aunt Hoang (Holly) Pham<br><br />
[[Image:AuntHolly.jpg|right|thumb|'''Holly Pham''']]<br />
*Aunt Trang (Tammy) Pham<br><br />
[[Image:AuntTammy.jpg|left|thumb|'''Tammy Pham''']]<br />
*Aunt Linh (Lisa) Pham<br><br />
[[Image:AuntLisa.jpg|right|thumb|'''Lisa Pham''']]<br />
*Tenille is an orange Eurasier. Also a she.<br />
[[Image:Tenille.jpg|left|thumb|'''Tenille''']]<br />
<br />
==Experience==<br />
{{Template:MageExperiences<br />
|CurrentBeats=1<br />
|UnspentExperiences=2<br />
|SpentExperiences=3<br />
|Earned=x<br />
|Purchases=x<br />
|ArcaneBeats=1<br />
|ArcaneExperiences=2<br />
|ArcaneSpent=4<br />
}}<br />
<br />
==Lifestyle==<br />
[[Image:xxx.jpg|right|thumb|'''Apartment B14''']]<br />
A description of your characters day to day life. <br />
* '''Money:''' xxx<br />
* '''Clothing & Jewelry:''' xxx<br />
* '''Communication:''' xxx<br />
* '''Food:''' xxx<br />
* '''Housing:''' xxx<br />
* '''Days:''' xxx<br />
* '''Evenings:''' xxx<br />
<br />
==Experience==<br />
*0 skill points held in reserve<br />
*0 merit points held in reserve</div>Gyffeshttps://www.oakthorne.net/wiki/index.php?title=Dark_Room_Khamphong_King&diff=65497Dark Room Khamphong King2022-05-21T04:55:15Z<p>Gyffes: /* Experience */</p>
<hr />
<div>{{CoDMageCharacterSheet<br />
|Image=[[Image:Khamphong.jpg|center|350 px]]<br />
|CharacterName=Khamphong "Rose" King<br />
|Virtue=Good Samaritan<br />
|Vice=Rebellious<br />
|Aspirations=*Understand the Greenhouse, Raid Aegis Kai Doru Compound, *Rescue Alie and Nancy, *Learn about Mage Society<br />
|Path=Thyrsus<br />
|Order=x<br />
|Cabal=x<br />
|Obsessions=[[Portland in Shadow|Spirit map of Portland]], Understand my Destiny<br />
|Intelligence=3<br />
|Wits=2<br />
|Resolve=2<br />
|Strength=3<br />
|Dexterity=3<br />
|Stamina=4<br />
|Presence=2<br />
|Manipulation=1<br />
|Composure=3<br />
|MentalSkills=Academics 1, Crafts 1, Medicine 4 (Veterinary), Occult 3, Science 1<br />
|PhysicalSkills=Athletics 3, Brawl 2, Survival 2, Weaponry 4 (Knife; Spear; Staff)<br />
|SocialSkills=Animal Ken 3 (Wild), Empathy 1, Expression 1, Intimidation 1, Persuasion 1<br />
|MentalMerits=Area of Expertise (Knife; Spear; Staff), Favored Weapon (Dad's Ka-bar) (••), Language (Vietnamese) (•), Language (French) (•), Object Fetishism (•)<br />
|PhysicalMerits=–<br />
|SocialMerits=–<br />
|CombatMerits=Armed Defense (•••••), Defensive Combat (Weaponry •), Spear and Bayonet (•••), Staff Fighting (••••)<br />
|AwakenedMerits=Destiny (•••), Familiar (••), High Speech (•), Occultation (•), Shadow Name (••), The Dark Room (•)<br />
|Health=9<br />
|Willpower=5<br />
|Wisdom=7<br />
|Size=5<br />
|Speed=10<br />
|Defense=7<br />
|Armor=0<br />
|Initiative=6<br />
|Gnosis=1<br />
|Mana=10<br />
|Yantras=2<br />
|RitualInterval=3 Hours<br />
|ArcanaLimits=3/2<br />
|Paradox=1<br />
|CombinedSpells=1<br />
|ObsessionsNumber=1<br />
|Arcana=Life 2, Prime 1, Spirit 1<br />
|Rotes=0<br />
|Praxes=Speak with Beasts (Life 1), Sacred Geometry (Prime 1)<br />
|MagicalTools=x<br />
|Attainments=• '''Counterspell:''' Life & Spirit<br>• '''Improved Pattern Restoration:''' Heal bashing damage by spending 1 mana or lethal damage by spending 2. May scour Physical Attribute ratings without lowering derived Traits as a result.<br>• '''Life Armor:''' Add half [Life] to armor and Defense. Use higher of Wits and Dexterity as Defense.<br />
|NimbusTilt={{Tilt-Terror of the Huntress}}<br />
|MageSight={{MageSight-Thyrsus}}<br />
|Legacy=None<br />
|LegacyRulingArcanum=–<br />
|LegacyAttainments=–<br />
|LegacyYantras=–<br />
|LegacyOblations=–<br />
|Conditions=x<br />
<br />
}}<br />
__NOTOC__<br />
<br />
==Background==<br />
'''Age:''' 28<br><br />
Khamphong was born to a Vietnamese mother, and an American father in 1957. Her father was part of the Military Assistance Advisory Group, who were sent as the first wave of American involvement in the Vietnam Conflict in 1955. He was to train the Army of the Republic of Vietnam, as well as relieve the French of their military involvement in the area, as they had to be out of Vietnam in the following year, as per the Geneva Conference. <br />
===Downtime Life===<br />
* '''1976:''' Events of [[Maple Shade]], begins to investigate the disappearance of her father. Discovers he basically abandoned the family. Rose begins to work with Aegis kai Doru, and Shirley joins the hunt as well.<br />
* '''1977:''' Lori files for divorce after Rose finds out about her husband. She begins to go attend temple again with Mary. Rose and Shirley begin to travel further afield on the West Coast, hunting for the Aegis. They maintain a cover identity as a punk band.<br />
* '''1978:''' Holly marries a good Vietnamese boy from temple, and a huge wedding is thrown, to Grandmother's delight. Holly moves in with him and is rarely heard from.<br />
* '''1979:''' Lori meets Leonard "Lennie" Marfield at temple and the two begin dating, much to Rose's horror. Huntress - the band and team of hunters - is formed.<br />
* '''1980:''' Lori and Lennie marry. Grandmother dies. Shortly thereafter, Mt. St. Helens erupts. Tammy disappears shortly thereafter, though she calls from LA, where she is pursuing modeling and acting. Lisa moves in with Viv for a short period of time, who helps her enroll in an art university in San Francisco.<br />
* '''1981:''' x<br />
* '''1982:''' Tammy moves to Reno and establishes herself as an entertainer and entrepreneur.<br />
* '''1983:''' x<br />
* '''1984:''' x<br />
<br />
==Rumors==<br />
* <br />
<br />
==Personality==<br />
* '''Virtue:''' ''Good Samaritan''. Regain all spent Willpower when you stop everything you're doing to help someone else in their time of need, to the possible detriment of yourself.<br />
* '''Vice:''' ''Rebellious''. Regain one spent Willpower when you take an action in direct opposition of what you're told to do.<br />
<br />
* '''Aspirations:''' <br />
** <br />
** <br />
** <br />
** <br />
** <br />
<br />
* '''Integrity: 7'''<br />
* '''Breaking Points:'''<br />
** What is the worst thing your character has personally done? <br />
** What is the worst thing your character can imagine themselves doing?<br />
** What is the worst thing your character has experienced that someone else has done?<br />
** What has your character forgotten?<br />
** What is the most traumatic thing that's ever happened to your character?<br />
<br />
===Equipment===<br />
* '''Possessions''' <br />
**1969 Black Subaru Sambar Van<br />
* '''Armor'''<br />
**SCA Heavy Fighting Armor (Rat 3/2, Str 3, Defense -2, Spd -3) [Torso, Arms]<br />
**Helmet (Rat 2/1, -1 to sight- and hearing-based Perception rolls.) [Head]<br />
**Riot Gear (3/5, Str 2, Def -2, Spd -1) [Torso, Arms, Legs]<br />
* '''Weapons''' <br />
**SCA Heavy Fighting Spear (Dam +1, Init -1, Str 2, Size 4) [Knockdown, Reach, Two-Handed]<br><br />
**SCA Heavy Fighting Sword (Dam +2, Init -2, Str 2, Size 2) [Stun]<br />
**Spear (Dam +2, Init -2, Str 2, Size 4) [Reach, Two-Handed]<br> <br />
**Large Shield (Dam +2, Init -4, Str 3, Size 3) [Concealed]<br> <br />
**Dad's Ka-Bar (Dam +1, Init -1, Str 1, Size 2) [Enhance: Crafts or Survival]<br><br />
* '''Other Notes:'''<br />
===Relics===<br />
* '''''Snowdrop'' (••):''' An ancient weapon wielded by Vietnamese Buddhist sages who fought witches and shapeshifters. Like the snowdrop that hides beneath the snow, waiting to pop up to herald the spring, this blade hides itself from those seeking it. Snowdrop has been a familial relic in Rose's mother's family for generations.<br />
** '''The Hidden Blossom:''' Those who are not looking for a weapon explicitly simply miss seeing it entirely, their gaze passing over it. If someone is actively searching for the blade (visually or by a pat-down), it inflicts a -3 penalty to their attempts to do so.<br />
** '''The Blossom in Spring:''' Though it seems to be a slightly strange spade-headed dagger most of the time, like the snowdrop popping up through the snow, this blade's wooden hilt can be commanded to extend into a full spear! Spend 1 Willpower to turn it from a knife into a spear. Use the normal traits for each.<br />
<br />
===Conditions===<br />
*xxx<br />
<br />
==Merit Details==<br />
* Retainer (••••): Shirley Slaughter (Street Kid)<br />
* Area of Expertise (Spear)<br />
* Language (Vietnamese): Character can speak, read, and write in Vietnamese.<br />
* Language (French): Character can speak, read, and write in French<br />
* Weapon and Shield <br />
**Shield Bash (•): Your character slams her shield into an oncoming opponent, disrupting his attack. When Dodging add her shield’s Size to her pool. If she reduces an opponent’s attack successes to 0 then any additional successes inflict bashing damage.<br />
**Boar's Snout (••): Your character throws everything into a forward charge, trusting in her shield to protect her. Using a weapon and shield, your character can all-out attack and retain her shield’s Size bonus to Defense for the turn. If this maneuver is used the same turn by other allies with shields, then add an additional +1 to Defense for each.<br />
**Pin Weapon (•••): Your character uses her shield to trap an opponent’s weapon. If an opponent misses a melee attack against your character he is automatically disarmed.<br />
**Tortoise Shell (••••): Your character knows how to position herself so that she’s completely protected by her shield. When using a shield she is considered behind cover with Durability equal to the shield’s size plus one for each shield-wielding ally in her immediate vicinity.<br />
* Spear and Bayonet<br />
**Firm Footing (•): Your character braces herself with her weapon to skewer a charging opponent. Any opponent attempting an all-out or charge attack against your character takes her weapon’s damage automatically before he makes his attack roll. Armor subtracts from this, but then will not apply to any attacks your character makes in the same turn.<br />
**Keep at Bay (••): Your character can threaten an opponent with her weapon to prevent maneuvering. Choose an opponent with a shorter weapon; if that opponent takes any action other than backing away or Dodging he loses his Defense against your character’s next attack.<br />
**Strike and Develop (•••): Your character stabs an opponent with her weapon then turns the blade before removing it, leaving a more grisly wound. Attacks made with her weapon that inflict lethal damage causes the victim to bleed out, causing one point of lethal damage for a number of turns equal to her successes on the attack roll. Subsequent attacks can add to the total number of turns but never cause more than one point of lethal damage per turn in bleeding to the victim. She loses her Defense any turn she uses this maneuver. Drawback: Spend a point of Willpower to activate this maneuver.<br />
*Phalanx Fighter: Your character is trained to wield a spear alongside a shield. She does not increase her spear’s Strength requirement for using it one-handed as long as she’s also using a shield. She can use a spear for any Weapon and Shield maneuvers.<br />
<br />
==XXX (Familiar)==<br />
===Sabrefang (''Kuk Uhur'') (Rank 1 Nature Spirit)===<br />
[[Image:Sabrefang-familiar.jpg|right|thumb]]<br />
'''Choir of Animals, Cats Descant'''<br><br />
'''Attributes:''' Power 3 • Finesse 3 • Resistance 2<br><br />
'''Essence:''' 10 • '''Corpus:''' 6 • '''Willpower:''' 5 • '''Initiative:''' 5 • '''Defense:''' 3 • '''Speed:''' 16 • '''Size:''' 4<br><br />
'''Ban:''' Cannot enter the lair of another apex predator.<br><br />
'''Bane:''' Teeth and claws of natural predators<br><br />
* ''Contact:'' Must spend 1 WP and make a Power + Resistance roll, at a -[Rank] penalty.<br />
* ''Solidity:'' Solid while spirit is in Twilight<br />
* ''Touch:'' Inflicts 1A while Materialized, and causes Materialized Condition to end. If non-Materialized, inflicts 1L. Inflicts 1L if Fetter touches bane.<br />
* ''Weapon:'' If employed as a weapon, inflicts aggravated for Materialized, or lethal otherwise.<br />
'''Combat:''' ''Power + Finesse'' to attack • Inflict bashing damage<br />
* ''Twilight:'' May only attack and be attacked by other spirits.<br />
* ''Corpus Loss to Lethal or Aggravated:'' If Essence remains, dissolves and enters hibernation in a Conditioned location. If no Essence remains, it is destroyed.<br />
'''Influence:''' Hunting •<br />
* ''1 Essence'' • Roll ''Power + Finesse'' • Add to Defense, make an emotion stronger, or add Rank to Health or Structure for individuals connected to them. <br />
'''Manifestations'''<br />
* ''Discorporate:'' No cost. Spirit can discorporate as though it had lost all Corpus.<br />
* ''Familiar:'' No cost. Spirit is bonded to a mage, preventing Essence bleed. Spirit and mage have a Connected Sympathetic link, may use one another's senses with a reflexive action (casting magic through those senses requires a Reach for remote viewing but not Sympathetic Range Attainment), and can pass Mana and Essence between them (Essence > Mana loses 1 point in exchange). If discorporated, entity will reform in a location bearing the mage's Signature Nimbus. <br />
* ''Reaching:'' Spirit only • 1 Essence • Power + Finesse (- Gauntlet). Spirit applies the Reaching Condition to itself.<br />
'''Numina'''<br />
* ''Animal Control (R):'' 1 Essence; Power + Finesse – target’s Resolve. Spirit exerts control over an animal for the rest of the scene; may exert control over up to [Finesse] animals at once, activating this Numen for each animal.<br />
* ''Camouflage:'' 1 Essence. Spirit blends with background as long as it remains still; those trying to spot the spirit receive a penalty equal to Finesse.<br />
* ''Seek (R):'' 1–2 Essence; Finesse. Spirit detects an event or thing directly related to its influence. This is at a range of two miles, or twenty miles if it spends 2 Essence at activation.<br />
<br />
==Friends and Family==<br />
<br />
<br />
[[Image:MamaKing.jpg|left|thumb|'''Lori King''']]<br />
*Mom - Lan (Lori) King<br />
*Dad - Captain Walter King<br />
[[Image:WalterKing.jpg|right|thumb|'''Cpt. Walter King''']]<br />
*Grandma Minh Chau (Mary) Pham<br />
[[Image:GrandmaKing.jpg|left|thumb|'''Mary Pham''']]<br />
*Aunt Hoang (Holly) Pham<br><br />
[[Image:AuntHolly.jpg|right|thumb|'''Holly Pham''']]<br />
*Aunt Trang (Tammy) Pham<br><br />
[[Image:AuntTammy.jpg|left|thumb|'''Tammy Pham''']]<br />
*Aunt Linh (Lisa) Pham<br><br />
[[Image:AuntLisa.jpg|right|thumb|'''Lisa Pham''']]<br />
*Tenille is an orange Eurasier. Also a she.<br />
[[Image:Tenille.jpg|left|thumb|'''Tenille''']]<br />
<br />
==Experience==<br />
{{Template:MageExperiences<br />
|CurrentBeats=0<br />
|UnspentExperiences=2<br />
|SpentExperiences=3<br />
|Earned=x<br />
|Purchases=x<br />
|ArcaneBeats=1<br />
|ArcaneExperiences=2<br />
|ArcaneSpent=4<br />
}}<br />
<br />
==Lifestyle==<br />
[[Image:xxx.jpg|right|thumb|'''Apartment B14''']]<br />
A description of your characters day to day life. <br />
* '''Money:''' xxx<br />
* '''Clothing & Jewelry:''' xxx<br />
* '''Communication:''' xxx<br />
* '''Food:''' xxx<br />
* '''Housing:''' xxx<br />
* '''Days:''' xxx<br />
* '''Evenings:''' xxx<br />
<br />
==Experience==<br />
*0 skill points held in reserve<br />
*0 merit points held in reserve</div>Gyffeshttps://www.oakthorne.net/wiki/index.php?title=Dark_Room_Khamphong_King&diff=65493Dark Room Khamphong King2022-05-21T04:38:47Z<p>Gyffes: /* Experience */</p>
<hr />
<div>{{CoDMageCharacterSheet<br />
|Image=[[Image:Khamphong.jpg|center|350 px]]<br />
|CharacterName=Khamphong "Rose" King<br />
|Virtue=Good Samaritan<br />
|Vice=Rebellious<br />
|Aspirations=*Understand the Greenhouse, Raid Aegis Kai Doru Compound, *Rescue Alie and Nancy, *Learn about Mage Society<br />
|Path=Thyrsus<br />
|Order=x<br />
|Cabal=x<br />
|Obsessions=[[Portland in Shadow|Spirit map of Portland]], Understand my Destiny<br />
|Intelligence=3<br />
|Wits=2<br />
|Resolve=2<br />
|Strength=3<br />
|Dexterity=3<br />
|Stamina=4<br />
|Presence=2<br />
|Manipulation=1<br />
|Composure=3<br />
|MentalSkills=Academics 1, Crafts 1, Medicine 4 (Veterinary), Occult 3, Science 1<br />
|PhysicalSkills=Athletics 3, Brawl 2, Survival 2, Weaponry 4 (Knife; Spear; Staff)<br />
|SocialSkills=Animal Ken 3 (Wild), Empathy 1, Expression 1, Intimidation 1, Persuasion 1<br />
|MentalMerits=Area of Expertise (Knife; Spear; Staff), Favored Weapon (Dad's Ka-bar) (••), Language (Vietnamese) (•), Language (French) (•), Object Fetishism (•)<br />
|PhysicalMerits=–<br />
|SocialMerits=–<br />
|CombatMerits=Armed Defense (•••••), Defensive Combat (Weaponry •), Spear and Bayonet (•••), Staff Fighting (••••)<br />
|AwakenedMerits=Destiny (•••), Familiar (••), High Speech (•), Occultation (•), Shadow Name (••), The Dark Room (•)<br />
|Health=9<br />
|Willpower=5<br />
|Wisdom=7<br />
|Size=5<br />
|Speed=10<br />
|Defense=7<br />
|Armor=0<br />
|Initiative=6<br />
|Gnosis=1<br />
|Mana=10<br />
|Yantras=2<br />
|RitualInterval=3 Hours<br />
|ArcanaLimits=3/2<br />
|Paradox=1<br />
|CombinedSpells=1<br />
|ObsessionsNumber=1<br />
|Arcana=Life 2, Prime 1, Spirit 1<br />
|Rotes=0<br />
|Praxes=Speak with Beasts (Life 1), Sacred Geometry (Prime 1)<br />
|MagicalTools=x<br />
|Attainments=• '''Counterspell:''' Life & Spirit<br>• '''Improved Pattern Restoration:''' Heal bashing damage by spending 1 mana or lethal damage by spending 2. May scour Physical Attribute ratings without lowering derived Traits as a result.<br>• '''Life Armor:''' Add half [Life] to armor and Defense. Use higher of Wits and Dexterity as Defense.<br />
|NimbusTilt={{Tilt-Terror of the Huntress}}<br />
|MageSight={{MageSight-Thyrsus}}<br />
|Legacy=None<br />
|LegacyRulingArcanum=–<br />
|LegacyAttainments=–<br />
|LegacyYantras=–<br />
|LegacyOblations=–<br />
|Conditions=x<br />
<br />
}}<br />
__NOTOC__<br />
<br />
==Background==<br />
'''Age:''' 28<br><br />
Khamphong was born to a Vietnamese mother, and an American father in 1957. Her father was part of the Military Assistance Advisory Group, who were sent as the first wave of American involvement in the Vietnam Conflict in 1955. He was to train the Army of the Republic of Vietnam, as well as relieve the French of their military involvement in the area, as they had to be out of Vietnam in the following year, as per the Geneva Conference. <br />
===Downtime Life===<br />
* '''1976:''' Events of [[Maple Shade]], begins to investigate the disappearance of her father. Discovers he basically abandoned the family. Rose begins to work with Aegis kai Doru, and Shirley joins the hunt as well.<br />
* '''1977:''' Lori files for divorce after Rose finds out about her husband. She begins to go attend temple again with Mary. Rose and Shirley begin to travel further afield on the West Coast, hunting for the Aegis. They maintain a cover identity as a punk band.<br />
* '''1978:''' Holly marries a good Vietnamese boy from temple, and a huge wedding is thrown, to Grandmother's delight. Holly moves in with him and is rarely heard from.<br />
* '''1979:''' Lori meets Leonard "Lennie" Marfield at temple and the two begin dating, much to Rose's horror. Huntress - the band and team of hunters - is formed.<br />
* '''1980:''' Lori and Lennie marry. Grandmother dies. Shortly thereafter, Mt. St. Helens erupts. Tammy disappears shortly thereafter, though she calls from LA, where she is pursuing modeling and acting. Lisa moves in with Viv for a short period of time, who helps her enroll in an art university in San Francisco.<br />
* '''1981:''' x<br />
* '''1982:''' Tammy moves to Reno and establishes herself as an entertainer and entrepreneur.<br />
* '''1983:''' x<br />
* '''1984:''' x<br />
<br />
==Rumors==<br />
* <br />
<br />
==Personality==<br />
* '''Virtue:''' ''Good Samaritan''. Regain all spent Willpower when you stop everything you're doing to help someone else in their time of need, to the possible detriment of yourself.<br />
* '''Vice:''' ''Rebellious''. Regain one spent Willpower when you take an action in direct opposition of what you're told to do.<br />
<br />
* '''Aspirations:''' <br />
** <br />
** <br />
** <br />
** <br />
** <br />
<br />
* '''Integrity: 7'''<br />
* '''Breaking Points:'''<br />
** What is the worst thing your character has personally done? <br />
** What is the worst thing your character can imagine themselves doing?<br />
** What is the worst thing your character has experienced that someone else has done?<br />
** What has your character forgotten?<br />
** What is the most traumatic thing that's ever happened to your character?<br />
<br />
===Equipment===<br />
* '''Possessions''' <br />
**1969 Black Subaru Sambar Van<br />
* '''Armor'''<br />
**SCA Heavy Fighting Armor (Rat 3/2, Str 3, Defense -2, Spd -3) [Torso, Arms]<br />
**Helmet (Rat 2/1, -1 to sight- and hearing-based Perception rolls.) [Head]<br />
**Riot Gear (3/5, Str 2, Def -2, Spd -1) [Torso, Arms, Legs]<br />
* '''Weapons''' <br />
**SCA Heavy Fighting Spear (Dam +1, Init -1, Str 2, Size 4) [Knockdown, Reach, Two-Handed]<br><br />
**SCA Heavy Fighting Sword (Dam +2, Init -2, Str 2, Size 2) [Stun]<br />
**Spear (Dam +2, Init -2, Str 2, Size 4) [Reach, Two-Handed]<br> <br />
**Large Shield (Dam +2, Init -4, Str 3, Size 3) [Concealed]<br> <br />
**Dad's Ka-Bar (Dam +1, Init -1, Str 1, Size 2) [Enhance: Crafts or Survival]<br><br />
* '''Other Notes:'''<br />
===Relics===<br />
* '''''Snowdrop'' (••):''' An ancient weapon wielded by Vietnamese Buddhist sages who fought witches and shapeshifters. Like the snowdrop that hides beneath the snow, waiting to pop up to herald the spring, this blade hides itself from those seeking it. Snowdrop has been a familial relic in Rose's mother's family for generations.<br />
** '''The Hidden Blossom:''' Those who are not looking for a weapon explicitly simply miss seeing it entirely, their gaze passing over it. If someone is actively searching for the blade (visually or by a pat-down), it inflicts a -3 penalty to their attempts to do so.<br />
** '''The Blossom in Spring:''' Though it seems to be a slightly strange spade-headed dagger most of the time, like the snowdrop popping up through the snow, this blade's wooden hilt can be commanded to extend into a full spear! Spend 1 Willpower to turn it from a knife into a spear. Use the normal traits for each.<br />
<br />
===Conditions===<br />
*xxx<br />
<br />
==Merit Details==<br />
* Retainer (••••): Shirley Slaughter (Street Kid)<br />
* Area of Expertise (Spear)<br />
* Language (Vietnamese): Character can speak, read, and write in Vietnamese.<br />
* Language (French): Character can speak, read, and write in French<br />
* Weapon and Shield <br />
**Shield Bash (•): Your character slams her shield into an oncoming opponent, disrupting his attack. When Dodging add her shield’s Size to her pool. If she reduces an opponent’s attack successes to 0 then any additional successes inflict bashing damage.<br />
**Boar's Snout (••): Your character throws everything into a forward charge, trusting in her shield to protect her. Using a weapon and shield, your character can all-out attack and retain her shield’s Size bonus to Defense for the turn. If this maneuver is used the same turn by other allies with shields, then add an additional +1 to Defense for each.<br />
**Pin Weapon (•••): Your character uses her shield to trap an opponent’s weapon. If an opponent misses a melee attack against your character he is automatically disarmed.<br />
**Tortoise Shell (••••): Your character knows how to position herself so that she’s completely protected by her shield. When using a shield she is considered behind cover with Durability equal to the shield’s size plus one for each shield-wielding ally in her immediate vicinity.<br />
* Spear and Bayonet<br />
**Firm Footing (•): Your character braces herself with her weapon to skewer a charging opponent. Any opponent attempting an all-out or charge attack against your character takes her weapon’s damage automatically before he makes his attack roll. Armor subtracts from this, but then will not apply to any attacks your character makes in the same turn.<br />
**Keep at Bay (••): Your character can threaten an opponent with her weapon to prevent maneuvering. Choose an opponent with a shorter weapon; if that opponent takes any action other than backing away or Dodging he loses his Defense against your character’s next attack.<br />
**Strike and Develop (•••): Your character stabs an opponent with her weapon then turns the blade before removing it, leaving a more grisly wound. Attacks made with her weapon that inflict lethal damage causes the victim to bleed out, causing one point of lethal damage for a number of turns equal to her successes on the attack roll. Subsequent attacks can add to the total number of turns but never cause more than one point of lethal damage per turn in bleeding to the victim. She loses her Defense any turn she uses this maneuver. Drawback: Spend a point of Willpower to activate this maneuver.<br />
*Phalanx Fighter: Your character is trained to wield a spear alongside a shield. She does not increase her spear’s Strength requirement for using it one-handed as long as she’s also using a shield. She can use a spear for any Weapon and Shield maneuvers.<br />
<br />
==XXX (Familiar)==<br />
===Sabrefang (''Kuk Uhur'') (Rank 1 Nature Spirit)===<br />
[[Image:Sabrefang-familiar.jpg|right|thumb]]<br />
'''Choir of Animals, Cats Descant'''<br><br />
'''Attributes:''' Power 3 • Finesse 3 • Resistance 2<br><br />
'''Essence:''' 10 • '''Corpus:''' 6 • '''Willpower:''' 5 • '''Initiative:''' 5 • '''Defense:''' 3 • '''Speed:''' 16 • '''Size:''' 4<br><br />
'''Ban:''' Cannot enter the lair of another apex predator.<br><br />
'''Bane:''' Teeth and claws of natural predators<br><br />
* ''Contact:'' Must spend 1 WP and make a Power + Resistance roll, at a -[Rank] penalty.<br />
* ''Solidity:'' Solid while spirit is in Twilight<br />
* ''Touch:'' Inflicts 1A while Materialized, and causes Materialized Condition to end. If non-Materialized, inflicts 1L. Inflicts 1L if Fetter touches bane.<br />
* ''Weapon:'' If employed as a weapon, inflicts aggravated for Materialized, or lethal otherwise.<br />
'''Combat:''' ''Power + Finesse'' to attack • Inflict bashing damage<br />
* ''Twilight:'' May only attack and be attacked by other spirits.<br />
* ''Corpus Loss to Lethal or Aggravated:'' If Essence remains, dissolves and enters hibernation in a Conditioned location. If no Essence remains, it is destroyed.<br />
'''Influence:''' Hunting •<br />
* ''1 Essence'' • Roll ''Power + Finesse'' • Add to Defense, make an emotion stronger, or add Rank to Health or Structure for individuals connected to them. <br />
'''Manifestations'''<br />
* ''Discorporate:'' No cost. Spirit can discorporate as though it had lost all Corpus.<br />
* ''Familiar:'' No cost. Spirit is bonded to a mage, preventing Essence bleed. Spirit and mage have a Connected Sympathetic link, may use one another's senses with a reflexive action (casting magic through those senses requires a Reach for remote viewing but not Sympathetic Range Attainment), and can pass Mana and Essence between them (Essence > Mana loses 1 point in exchange). If discorporated, entity will reform in a location bearing the mage's Signature Nimbus. <br />
* ''Reaching:'' Spirit only • 1 Essence • Power + Finesse (- Gauntlet). Spirit applies the Reaching Condition to itself.<br />
'''Numina'''<br />
* ''Animal Control (R):'' 1 Essence; Power + Finesse – target’s Resolve. Spirit exerts control over an animal for the rest of the scene; may exert control over up to [Finesse] animals at once, activating this Numen for each animal.<br />
* ''Camouflage:'' 1 Essence. Spirit blends with background as long as it remains still; those trying to spot the spirit receive a penalty equal to Finesse.<br />
* ''Seek (R):'' 1–2 Essence; Finesse. Spirit detects an event or thing directly related to its influence. This is at a range of two miles, or twenty miles if it spends 2 Essence at activation.<br />
<br />
==Friends and Family==<br />
<br />
<br />
[[Image:MamaKing.jpg|left|thumb|'''Lori King''']]<br />
*Mom - Lan (Lori) King<br />
*Dad - Captain Walter King<br />
[[Image:WalterKing.jpg|right|thumb|'''Cpt. Walter King''']]<br />
*Grandma Minh Chau (Mary) Pham<br />
[[Image:GrandmaKing.jpg|left|thumb|'''Mary Pham''']]<br />
*Aunt Hoang (Holly) Pham<br><br />
[[Image:AuntHolly.jpg|right|thumb|'''Holly Pham''']]<br />
*Aunt Trang (Tammy) Pham<br><br />
[[Image:AuntTammy.jpg|left|thumb|'''Tammy Pham''']]<br />
*Aunt Linh (Lisa) Pham<br><br />
[[Image:AuntLisa.jpg|right|thumb|'''Lisa Pham''']]<br />
*Tenille is an orange Eurasier. Also a she.<br />
[[Image:Tenille.jpg|left|thumb|'''Tenille''']]<br />
<br />
==Experience==<br />
{{Template:MageExperiences<br />
|CurrentBeats=2<br />
|UnspentExperiences=1<br />
|SpentExperiences=3<br />
|Earned=x<br />
|Purchases=x<br />
|ArcaneBeats=1<br />
|ArcaneExperiences=2<br />
|ArcaneSpent=4<br />
}}<br />
<br />
==Lifestyle==<br />
[[Image:xxx.jpg|right|thumb|'''Apartment B14''']]<br />
A description of your characters day to day life. <br />
* '''Money:''' xxx<br />
* '''Clothing & Jewelry:''' xxx<br />
* '''Communication:''' xxx<br />
* '''Food:''' xxx<br />
* '''Housing:''' xxx<br />
* '''Days:''' xxx<br />
* '''Evenings:''' xxx<br />
<br />
==Experience==<br />
*0 skill points held in reserve<br />
*0 merit points held in reserve</div>Gyffeshttps://www.oakthorne.net/wiki/index.php?title=Dark_Room_Khamphong_King&diff=65482Dark Room Khamphong King2022-05-21T03:03:00Z<p>Gyffes: /* Experience */</p>
<hr />
<div>{{CoDMageCharacterSheet<br />
|Image=[[Image:Khamphong.jpg|center|350 px]]<br />
|CharacterName=Khamphong "Rose" King<br />
|Virtue=Good Samaritan<br />
|Vice=Rebellious<br />
|Aspirations=*Understand the Greenhouse, Raid Aegis Kai Doru Compound, *Rescue Alie and Nancy, *Learn about Mage Society<br />
|Path=Thyrsus<br />
|Order=x<br />
|Cabal=x<br />
|Obsessions=[[Portland in Shadow|Spirit map of Portland]], Understand my Destiny<br />
|Intelligence=3<br />
|Wits=2<br />
|Resolve=2<br />
|Strength=3<br />
|Dexterity=3<br />
|Stamina=4<br />
|Presence=2<br />
|Manipulation=1<br />
|Composure=3<br />
|MentalSkills=Academics 1, Crafts 1, Medicine 4 (Veterinary), Occult 3, Science 1<br />
|PhysicalSkills=Athletics 3, Brawl 2, Survival 2, Weaponry 4 (Knife; Spear; Staff)<br />
|SocialSkills=Animal Ken 3 (Wild), Empathy 1, Expression 1, Intimidation 1, Persuasion 1<br />
|MentalMerits=Area of Expertise (Knife; Spear; Staff), Favored Weapon (Dad's Ka-bar) (••), Language (Vietnamese) (•), Language (French) (•), Object Fetishism (•)<br />
|PhysicalMerits=–<br />
|SocialMerits=–<br />
|CombatMerits=Armed Defense (•••••), Defensive Combat (Weaponry •), Spear and Bayonet (•••), Staff Fighting (••••)<br />
|AwakenedMerits=Destiny (•••), Familiar (••), High Speech (•), Occultation (•), Shadow Name (••), The Dark Room (•)<br />
|Health=9<br />
|Willpower=5<br />
|Wisdom=7<br />
|Size=5<br />
|Speed=10<br />
|Defense=7<br />
|Armor=0<br />
|Initiative=6<br />
|Gnosis=1<br />
|Mana=10<br />
|Yantras=2<br />
|RitualInterval=3 Hours<br />
|ArcanaLimits=3/2<br />
|Paradox=1<br />
|CombinedSpells=1<br />
|ObsessionsNumber=1<br />
|Arcana=Life 2, Prime 1, Spirit 1<br />
|Rotes=0<br />
|Praxes=Speak with Beasts (Life 1), Sacred Geometry (Prime 1)<br />
|MagicalTools=x<br />
|Attainments=• '''Counterspell:''' Life & Spirit<br>• '''Improved Pattern Restoration:''' Heal bashing damage by spending 1 mana or lethal damage by spending 2. May scour Physical Attribute ratings without lowering derived Traits as a result.<br>• '''Life Armor:''' Add half [Life] to armor and Defense. Use higher of Wits and Dexterity as Defense.<br />
|NimbusTilt={{Tilt-Terror of the Huntress}}<br />
|MageSight={{MageSight-Thyrsus}}<br />
|Legacy=None<br />
|LegacyRulingArcanum=–<br />
|LegacyAttainments=–<br />
|LegacyYantras=–<br />
|LegacyOblations=–<br />
|Conditions=x<br />
<br />
}}<br />
__NOTOC__<br />
<br />
==Background==<br />
'''Age:''' 28<br><br />
Khamphong was born to a Vietnamese mother, and an American father in 1957. Her father was part of the Military Assistance Advisory Group, who were sent as the first wave of American involvement in the Vietnam Conflict in 1955. He was to train the Army of the Republic of Vietnam, as well as relieve the French of their military involvement in the area, as they had to be out of Vietnam in the following year, as per the Geneva Conference. <br />
===Downtime Life===<br />
* '''1976:''' Events of [[Maple Shade]], begins to investigate the disappearance of her father. Discovers he basically abandoned the family. Rose begins to work with Aegis kai Doru, and Shirley joins the hunt as well.<br />
* '''1977:''' Lori files for divorce after Rose finds out about her husband. She begins to go attend temple again with Mary. Rose and Shirley begin to travel further afield on the West Coast, hunting for the Aegis. They maintain a cover identity as a punk band.<br />
* '''1978:''' Holly marries a good Vietnamese boy from temple, and a huge wedding is thrown, to Grandmother's delight. Holly moves in with him and is rarely heard from.<br />
* '''1979:''' Lori meets Leonard "Lennie" Marfield at temple and the two begin dating, much to Rose's horror. Huntress - the band and team of hunters - is formed.<br />
* '''1980:''' Lori and Lennie marry. Grandmother dies. Shortly thereafter, Mt. St. Helens erupts. Tammy disappears shortly thereafter, though she calls from LA, where she is pursuing modeling and acting. Lisa moves in with Viv for a short period of time, who helps her enroll in an art university in San Francisco.<br />
* '''1981:''' x<br />
* '''1982:''' Tammy moves to Reno and establishes herself as an entertainer and entrepreneur.<br />
* '''1983:''' x<br />
* '''1984:''' x<br />
<br />
==Rumors==<br />
* <br />
<br />
==Personality==<br />
* '''Virtue:''' ''Good Samaritan''. Regain all spent Willpower when you stop everything you're doing to help someone else in their time of need, to the possible detriment of yourself.<br />
* '''Vice:''' ''Rebellious''. Regain one spent Willpower when you take an action in direct opposition of what you're told to do.<br />
<br />
* '''Aspirations:''' <br />
** <br />
** <br />
** <br />
** <br />
** <br />
<br />
* '''Integrity: 7'''<br />
* '''Breaking Points:'''<br />
** What is the worst thing your character has personally done? <br />
** What is the worst thing your character can imagine themselves doing?<br />
** What is the worst thing your character has experienced that someone else has done?<br />
** What has your character forgotten?<br />
** What is the most traumatic thing that's ever happened to your character?<br />
<br />
===Equipment===<br />
* '''Possessions''' <br />
**1969 Black Subaru Sambar Van<br />
* '''Armor'''<br />
**SCA Heavy Fighting Armor (Rat 3/2, Str 3, Defense -2, Spd -3) [Torso, Arms]<br />
**Helmet (Rat 2/1, -1 to sight- and hearing-based Perception rolls.) [Head]<br />
**Riot Gear (3/5, Str 2, Def -2, Spd -1) [Torso, Arms, Legs]<br />
* '''Weapons''' <br />
**SCA Heavy Fighting Spear (Dam +1, Init -1, Str 2, Size 4) [Knockdown, Reach, Two-Handed]<br><br />
**SCA Heavy Fighting Sword (Dam +2, Init -2, Str 2, Size 2) [Stun]<br />
**Spear (Dam +2, Init -2, Str 2, Size 4) [Reach, Two-Handed]<br> <br />
**Large Shield (Dam +2, Init -4, Str 3, Size 3) [Concealed]<br> <br />
**Dad's Ka-Bar (Dam +1, Init -1, Str 1, Size 2) [Enhance: Crafts or Survival]<br><br />
* '''Other Notes:'''<br />
===Relics===<br />
* '''''Snowdrop'' (••):''' An ancient weapon wielded by Vietnamese Buddhist sages who fought witches and shapeshifters. Like the snowdrop that hides beneath the snow, waiting to pop up to herald the spring, this blade hides itself from those seeking it. Snowdrop has been a familial relic in Rose's mother's family for generations.<br />
** '''The Hidden Blossom:''' Those who are not looking for a weapon explicitly simply miss seeing it entirely, their gaze passing over it. If someone is actively searching for the blade (visually or by a pat-down), it inflicts a -3 penalty to their attempts to do so.<br />
** '''The Blossom in Spring:''' Though it seems to be a slightly strange spade-headed dagger most of the time, like the snowdrop popping up through the snow, this blade's wooden hilt can be commanded to extend into a full spear! Spend 1 Willpower to turn it from a knife into a spear. Use the normal traits for each.<br />
<br />
===Conditions===<br />
*xxx<br />
<br />
==Merit Details==<br />
* Retainer (••••): Shirley Slaughter (Street Kid)<br />
* Area of Expertise (Spear)<br />
* Language (Vietnamese): Character can speak, read, and write in Vietnamese.<br />
* Language (French): Character can speak, read, and write in French<br />
* Weapon and Shield <br />
**Shield Bash (•): Your character slams her shield into an oncoming opponent, disrupting his attack. When Dodging add her shield’s Size to her pool. If she reduces an opponent’s attack successes to 0 then any additional successes inflict bashing damage.<br />
**Boar's Snout (••): Your character throws everything into a forward charge, trusting in her shield to protect her. Using a weapon and shield, your character can all-out attack and retain her shield’s Size bonus to Defense for the turn. If this maneuver is used the same turn by other allies with shields, then add an additional +1 to Defense for each.<br />
**Pin Weapon (•••): Your character uses her shield to trap an opponent’s weapon. If an opponent misses a melee attack against your character he is automatically disarmed.<br />
**Tortoise Shell (••••): Your character knows how to position herself so that she’s completely protected by her shield. When using a shield she is considered behind cover with Durability equal to the shield’s size plus one for each shield-wielding ally in her immediate vicinity.<br />
* Spear and Bayonet<br />
**Firm Footing (•): Your character braces herself with her weapon to skewer a charging opponent. Any opponent attempting an all-out or charge attack against your character takes her weapon’s damage automatically before he makes his attack roll. Armor subtracts from this, but then will not apply to any attacks your character makes in the same turn.<br />
**Keep at Bay (••): Your character can threaten an opponent with her weapon to prevent maneuvering. Choose an opponent with a shorter weapon; if that opponent takes any action other than backing away or Dodging he loses his Defense against your character’s next attack.<br />
**Strike and Develop (•••): Your character stabs an opponent with her weapon then turns the blade before removing it, leaving a more grisly wound. Attacks made with her weapon that inflict lethal damage causes the victim to bleed out, causing one point of lethal damage for a number of turns equal to her successes on the attack roll. Subsequent attacks can add to the total number of turns but never cause more than one point of lethal damage per turn in bleeding to the victim. She loses her Defense any turn she uses this maneuver. Drawback: Spend a point of Willpower to activate this maneuver.<br />
*Phalanx Fighter: Your character is trained to wield a spear alongside a shield. She does not increase her spear’s Strength requirement for using it one-handed as long as she’s also using a shield. She can use a spear for any Weapon and Shield maneuvers.<br />
<br />
==XXX (Familiar)==<br />
===Sabrefang (''Kuk Uhur'') (Rank 1 Nature Spirit)===<br />
[[Image:Sabrefang-familiar.jpg|right|thumb]]<br />
'''Choir of Animals, Cats Descant'''<br><br />
'''Attributes:''' Power 3 • Finesse 3 • Resistance 2<br><br />
'''Essence:''' 10 • '''Corpus:''' 6 • '''Willpower:''' 5 • '''Initiative:''' 5 • '''Defense:''' 3 • '''Speed:''' 16 • '''Size:''' 4<br><br />
'''Ban:''' Cannot enter the lair of another apex predator.<br><br />
'''Bane:''' Teeth and claws of natural predators<br><br />
* ''Contact:'' Must spend 1 WP and make a Power + Resistance roll, at a -[Rank] penalty.<br />
* ''Solidity:'' Solid while spirit is in Twilight<br />
* ''Touch:'' Inflicts 1A while Materialized, and causes Materialized Condition to end. If non-Materialized, inflicts 1L. Inflicts 1L if Fetter touches bane.<br />
* ''Weapon:'' If employed as a weapon, inflicts aggravated for Materialized, or lethal otherwise.<br />
'''Combat:''' ''Power + Finesse'' to attack • Inflict bashing damage<br />
* ''Twilight:'' May only attack and be attacked by other spirits.<br />
* ''Corpus Loss to Lethal or Aggravated:'' If Essence remains, dissolves and enters hibernation in a Conditioned location. If no Essence remains, it is destroyed.<br />
'''Influence:''' Hunting •<br />
* ''1 Essence'' • Roll ''Power + Finesse'' • Add to Defense, make an emotion stronger, or add Rank to Health or Structure for individuals connected to them. <br />
'''Manifestations'''<br />
* ''Discorporate:'' No cost. Spirit can discorporate as though it had lost all Corpus.<br />
* ''Familiar:'' No cost. Spirit is bonded to a mage, preventing Essence bleed. Spirit and mage have a Connected Sympathetic link, may use one another's senses with a reflexive action (casting magic through those senses requires a Reach for remote viewing but not Sympathetic Range Attainment), and can pass Mana and Essence between them (Essence > Mana loses 1 point in exchange). If discorporated, entity will reform in a location bearing the mage's Signature Nimbus. <br />
* ''Reaching:'' Spirit only • 1 Essence • Power + Finesse (- Gauntlet). Spirit applies the Reaching Condition to itself.<br />
'''Numina'''<br />
* ''Animal Control (R):'' 1 Essence; Power + Finesse – target’s Resolve. Spirit exerts control over an animal for the rest of the scene; may exert control over up to [Finesse] animals at once, activating this Numen for each animal.<br />
* ''Camouflage:'' 1 Essence. Spirit blends with background as long as it remains still; those trying to spot the spirit receive a penalty equal to Finesse.<br />
* ''Seek (R):'' 1–2 Essence; Finesse. Spirit detects an event or thing directly related to its influence. This is at a range of two miles, or twenty miles if it spends 2 Essence at activation.<br />
<br />
==Friends and Family==<br />
<br />
<br />
[[Image:MamaKing.jpg|left|thumb|'''Lori King''']]<br />
*Mom - Lan (Lori) King<br />
*Dad - Captain Walter King<br />
[[Image:WalterKing.jpg|right|thumb|'''Cpt. Walter King''']]<br />
*Grandma Minh Chau (Mary) Pham<br />
[[Image:GrandmaKing.jpg|left|thumb|'''Mary Pham''']]<br />
*Aunt Hoang (Holly) Pham<br><br />
[[Image:AuntHolly.jpg|right|thumb|'''Holly Pham''']]<br />
*Aunt Trang (Tammy) Pham<br><br />
[[Image:AuntTammy.jpg|left|thumb|'''Tammy Pham''']]<br />
*Aunt Linh (Lisa) Pham<br><br />
[[Image:AuntLisa.jpg|right|thumb|'''Lisa Pham''']]<br />
*Tenille is an orange Eurasier. Also a she.<br />
[[Image:Tenille.jpg|left|thumb|'''Tenille''']]<br />
<br />
==Experience==<br />
{{Template:MageExperiences<br />
|CurrentBeats=2<br />
|UnspentExperiences=1<br />
|SpentExperiences=3<br />
|Earned=x<br />
|Purchases=x<br />
|ArcaneBeats=0<br />
|ArcaneExperiences=2<br />
|ArcaneSpent=4<br />
}}<br />
<br />
==Lifestyle==<br />
[[Image:xxx.jpg|right|thumb|'''Apartment B14''']]<br />
A description of your characters day to day life. <br />
* '''Money:''' xxx<br />
* '''Clothing & Jewelry:''' xxx<br />
* '''Communication:''' xxx<br />
* '''Food:''' xxx<br />
* '''Housing:''' xxx<br />
* '''Days:''' xxx<br />
* '''Evenings:''' xxx<br />
<br />
==Experience==<br />
*0 skill points held in reserve<br />
*0 merit points held in reserve</div>Gyffeshttps://www.oakthorne.net/wiki/index.php?title=Dark_Room_Khamphong_King&diff=65481Dark Room Khamphong King2022-05-21T02:57:37Z<p>Gyffes: /* Experience */</p>
<hr />
<div>{{CoDMageCharacterSheet<br />
|Image=[[Image:Khamphong.jpg|center|350 px]]<br />
|CharacterName=Khamphong "Rose" King<br />
|Virtue=Good Samaritan<br />
|Vice=Rebellious<br />
|Aspirations=*Understand the Greenhouse, Raid Aegis Kai Doru Compound, *Rescue Alie and Nancy, *Learn about Mage Society<br />
|Path=Thyrsus<br />
|Order=x<br />
|Cabal=x<br />
|Obsessions=[[Portland in Shadow|Spirit map of Portland]], Understand my Destiny<br />
|Intelligence=3<br />
|Wits=2<br />
|Resolve=2<br />
|Strength=3<br />
|Dexterity=3<br />
|Stamina=4<br />
|Presence=2<br />
|Manipulation=1<br />
|Composure=3<br />
|MentalSkills=Academics 1, Crafts 1, Medicine 4 (Veterinary), Occult 3, Science 1<br />
|PhysicalSkills=Athletics 3, Brawl 2, Survival 2, Weaponry 4 (Knife; Spear; Staff)<br />
|SocialSkills=Animal Ken 3 (Wild), Empathy 1, Expression 1, Intimidation 1, Persuasion 1<br />
|MentalMerits=Area of Expertise (Knife; Spear; Staff), Favored Weapon (Dad's Ka-bar) (••), Language (Vietnamese) (•), Language (French) (•), Object Fetishism (•)<br />
|PhysicalMerits=–<br />
|SocialMerits=–<br />
|CombatMerits=Armed Defense (•••••), Defensive Combat (Weaponry •), Spear and Bayonet (•••), Staff Fighting (••••)<br />
|AwakenedMerits=Destiny (•••), Familiar (••), High Speech (•), Occultation (•), Shadow Name (••), The Dark Room (•)<br />
|Health=9<br />
|Willpower=5<br />
|Wisdom=7<br />
|Size=5<br />
|Speed=10<br />
|Defense=7<br />
|Armor=0<br />
|Initiative=6<br />
|Gnosis=1<br />
|Mana=10<br />
|Yantras=2<br />
|RitualInterval=3 Hours<br />
|ArcanaLimits=3/2<br />
|Paradox=1<br />
|CombinedSpells=1<br />
|ObsessionsNumber=1<br />
|Arcana=Life 2, Prime 1, Spirit 1<br />
|Rotes=0<br />
|Praxes=Speak with Beasts (Life 1), Sacred Geometry (Prime 1)<br />
|MagicalTools=x<br />
|Attainments=• '''Counterspell:''' Life & Spirit<br>• '''Improved Pattern Restoration:''' Heal bashing damage by spending 1 mana or lethal damage by spending 2. May scour Physical Attribute ratings without lowering derived Traits as a result.<br>• '''Life Armor:''' Add half [Life] to armor and Defense. Use higher of Wits and Dexterity as Defense.<br />
|NimbusTilt={{Tilt-Terror of the Huntress}}<br />
|MageSight={{MageSight-Thyrsus}}<br />
|Legacy=None<br />
|LegacyRulingArcanum=–<br />
|LegacyAttainments=–<br />
|LegacyYantras=–<br />
|LegacyOblations=–<br />
|Conditions=x<br />
<br />
}}<br />
__NOTOC__<br />
<br />
==Background==<br />
'''Age:''' 28<br><br />
Khamphong was born to a Vietnamese mother, and an American father in 1957. Her father was part of the Military Assistance Advisory Group, who were sent as the first wave of American involvement in the Vietnam Conflict in 1955. He was to train the Army of the Republic of Vietnam, as well as relieve the French of their military involvement in the area, as they had to be out of Vietnam in the following year, as per the Geneva Conference. <br />
===Downtime Life===<br />
* '''1976:''' Events of [[Maple Shade]], begins to investigate the disappearance of her father. Discovers he basically abandoned the family. Rose begins to work with Aegis kai Doru, and Shirley joins the hunt as well.<br />
* '''1977:''' Lori files for divorce after Rose finds out about her husband. She begins to go attend temple again with Mary. Rose and Shirley begin to travel further afield on the West Coast, hunting for the Aegis. They maintain a cover identity as a punk band.<br />
* '''1978:''' Holly marries a good Vietnamese boy from temple, and a huge wedding is thrown, to Grandmother's delight. Holly moves in with him and is rarely heard from.<br />
* '''1979:''' Lori meets Leonard "Lennie" Marfield at temple and the two begin dating, much to Rose's horror. Huntress - the band and team of hunters - is formed.<br />
* '''1980:''' Lori and Lennie marry. Grandmother dies. Shortly thereafter, Mt. St. Helens erupts. Tammy disappears shortly thereafter, though she calls from LA, where she is pursuing modeling and acting. Lisa moves in with Viv for a short period of time, who helps her enroll in an art university in San Francisco.<br />
* '''1981:''' x<br />
* '''1982:''' Tammy moves to Reno and establishes herself as an entertainer and entrepreneur.<br />
* '''1983:''' x<br />
* '''1984:''' x<br />
<br />
==Rumors==<br />
* <br />
<br />
==Personality==<br />
* '''Virtue:''' ''Good Samaritan''. Regain all spent Willpower when you stop everything you're doing to help someone else in their time of need, to the possible detriment of yourself.<br />
* '''Vice:''' ''Rebellious''. Regain one spent Willpower when you take an action in direct opposition of what you're told to do.<br />
<br />
* '''Aspirations:''' <br />
** <br />
** <br />
** <br />
** <br />
** <br />
<br />
* '''Integrity: 7'''<br />
* '''Breaking Points:'''<br />
** What is the worst thing your character has personally done? <br />
** What is the worst thing your character can imagine themselves doing?<br />
** What is the worst thing your character has experienced that someone else has done?<br />
** What has your character forgotten?<br />
** What is the most traumatic thing that's ever happened to your character?<br />
<br />
===Equipment===<br />
* '''Possessions''' <br />
**1969 Black Subaru Sambar Van<br />
* '''Armor'''<br />
**SCA Heavy Fighting Armor (Rat 3/2, Str 3, Defense -2, Spd -3) [Torso, Arms]<br />
**Helmet (Rat 2/1, -1 to sight- and hearing-based Perception rolls.) [Head]<br />
**Riot Gear (3/5, Str 2, Def -2, Spd -1) [Torso, Arms, Legs]<br />
* '''Weapons''' <br />
**SCA Heavy Fighting Spear (Dam +1, Init -1, Str 2, Size 4) [Knockdown, Reach, Two-Handed]<br><br />
**SCA Heavy Fighting Sword (Dam +2, Init -2, Str 2, Size 2) [Stun]<br />
**Spear (Dam +2, Init -2, Str 2, Size 4) [Reach, Two-Handed]<br> <br />
**Large Shield (Dam +2, Init -4, Str 3, Size 3) [Concealed]<br> <br />
**Dad's Ka-Bar (Dam +1, Init -1, Str 1, Size 2) [Enhance: Crafts or Survival]<br><br />
* '''Other Notes:'''<br />
===Relics===<br />
* '''''Snowdrop'' (••):''' An ancient weapon wielded by Vietnamese Buddhist sages who fought witches and shapeshifters. Like the snowdrop that hides beneath the snow, waiting to pop up to herald the spring, this blade hides itself from those seeking it. Snowdrop has been a familial relic in Rose's mother's family for generations.<br />
** '''The Hidden Blossom:''' Those who are not looking for a weapon explicitly simply miss seeing it entirely, their gaze passing over it. If someone is actively searching for the blade (visually or by a pat-down), it inflicts a -3 penalty to their attempts to do so.<br />
** '''The Blossom in Spring:''' Though it seems to be a slightly strange spade-headed dagger most of the time, like the snowdrop popping up through the snow, this blade's wooden hilt can be commanded to extend into a full spear! Spend 1 Willpower to turn it from a knife into a spear. Use the normal traits for each.<br />
<br />
===Conditions===<br />
*xxx<br />
<br />
==Merit Details==<br />
* Retainer (••••): Shirley Slaughter (Street Kid)<br />
* Area of Expertise (Spear)<br />
* Language (Vietnamese): Character can speak, read, and write in Vietnamese.<br />
* Language (French): Character can speak, read, and write in French<br />
* Weapon and Shield <br />
**Shield Bash (•): Your character slams her shield into an oncoming opponent, disrupting his attack. When Dodging add her shield’s Size to her pool. If she reduces an opponent’s attack successes to 0 then any additional successes inflict bashing damage.<br />
**Boar's Snout (••): Your character throws everything into a forward charge, trusting in her shield to protect her. Using a weapon and shield, your character can all-out attack and retain her shield’s Size bonus to Defense for the turn. If this maneuver is used the same turn by other allies with shields, then add an additional +1 to Defense for each.<br />
**Pin Weapon (•••): Your character uses her shield to trap an opponent’s weapon. If an opponent misses a melee attack against your character he is automatically disarmed.<br />
**Tortoise Shell (••••): Your character knows how to position herself so that she’s completely protected by her shield. When using a shield she is considered behind cover with Durability equal to the shield’s size plus one for each shield-wielding ally in her immediate vicinity.<br />
* Spear and Bayonet<br />
**Firm Footing (•): Your character braces herself with her weapon to skewer a charging opponent. Any opponent attempting an all-out or charge attack against your character takes her weapon’s damage automatically before he makes his attack roll. Armor subtracts from this, but then will not apply to any attacks your character makes in the same turn.<br />
**Keep at Bay (••): Your character can threaten an opponent with her weapon to prevent maneuvering. Choose an opponent with a shorter weapon; if that opponent takes any action other than backing away or Dodging he loses his Defense against your character’s next attack.<br />
**Strike and Develop (•••): Your character stabs an opponent with her weapon then turns the blade before removing it, leaving a more grisly wound. Attacks made with her weapon that inflict lethal damage causes the victim to bleed out, causing one point of lethal damage for a number of turns equal to her successes on the attack roll. Subsequent attacks can add to the total number of turns but never cause more than one point of lethal damage per turn in bleeding to the victim. She loses her Defense any turn she uses this maneuver. Drawback: Spend a point of Willpower to activate this maneuver.<br />
*Phalanx Fighter: Your character is trained to wield a spear alongside a shield. She does not increase her spear’s Strength requirement for using it one-handed as long as she’s also using a shield. She can use a spear for any Weapon and Shield maneuvers.<br />
<br />
==XXX (Familiar)==<br />
===Sabrefang (''Kuk Uhur'') (Rank 1 Nature Spirit)===<br />
[[Image:Sabrefang-familiar.jpg|right|thumb]]<br />
'''Choir of Animals, Cats Descant'''<br><br />
'''Attributes:''' Power 3 • Finesse 3 • Resistance 2<br><br />
'''Essence:''' 10 • '''Corpus:''' 6 • '''Willpower:''' 5 • '''Initiative:''' 5 • '''Defense:''' 3 • '''Speed:''' 16 • '''Size:''' 4<br><br />
'''Ban:''' Cannot enter the lair of another apex predator.<br><br />
'''Bane:''' Teeth and claws of natural predators<br><br />
* ''Contact:'' Must spend 1 WP and make a Power + Resistance roll, at a -[Rank] penalty.<br />
* ''Solidity:'' Solid while spirit is in Twilight<br />
* ''Touch:'' Inflicts 1A while Materialized, and causes Materialized Condition to end. If non-Materialized, inflicts 1L. Inflicts 1L if Fetter touches bane.<br />
* ''Weapon:'' If employed as a weapon, inflicts aggravated for Materialized, or lethal otherwise.<br />
'''Combat:''' ''Power + Finesse'' to attack • Inflict bashing damage<br />
* ''Twilight:'' May only attack and be attacked by other spirits.<br />
* ''Corpus Loss to Lethal or Aggravated:'' If Essence remains, dissolves and enters hibernation in a Conditioned location. If no Essence remains, it is destroyed.<br />
'''Influence:''' Hunting •<br />
* ''1 Essence'' • Roll ''Power + Finesse'' • Add to Defense, make an emotion stronger, or add Rank to Health or Structure for individuals connected to them. <br />
'''Manifestations'''<br />
* ''Discorporate:'' No cost. Spirit can discorporate as though it had lost all Corpus.<br />
* ''Familiar:'' No cost. Spirit is bonded to a mage, preventing Essence bleed. Spirit and mage have a Connected Sympathetic link, may use one another's senses with a reflexive action (casting magic through those senses requires a Reach for remote viewing but not Sympathetic Range Attainment), and can pass Mana and Essence between them (Essence > Mana loses 1 point in exchange). If discorporated, entity will reform in a location bearing the mage's Signature Nimbus. <br />
* ''Reaching:'' Spirit only • 1 Essence • Power + Finesse (- Gauntlet). Spirit applies the Reaching Condition to itself.<br />
'''Numina'''<br />
* ''Animal Control (R):'' 1 Essence; Power + Finesse – target’s Resolve. Spirit exerts control over an animal for the rest of the scene; may exert control over up to [Finesse] animals at once, activating this Numen for each animal.<br />
* ''Camouflage:'' 1 Essence. Spirit blends with background as long as it remains still; those trying to spot the spirit receive a penalty equal to Finesse.<br />
* ''Seek (R):'' 1–2 Essence; Finesse. Spirit detects an event or thing directly related to its influence. This is at a range of two miles, or twenty miles if it spends 2 Essence at activation.<br />
<br />
==Friends and Family==<br />
<br />
<br />
[[Image:MamaKing.jpg|left|thumb|'''Lori King''']]<br />
*Mom - Lan (Lori) King<br />
*Dad - Captain Walter King<br />
[[Image:WalterKing.jpg|right|thumb|'''Cpt. Walter King''']]<br />
*Grandma Minh Chau (Mary) Pham<br />
[[Image:GrandmaKing.jpg|left|thumb|'''Mary Pham''']]<br />
*Aunt Hoang (Holly) Pham<br><br />
[[Image:AuntHolly.jpg|right|thumb|'''Holly Pham''']]<br />
*Aunt Trang (Tammy) Pham<br><br />
[[Image:AuntTammy.jpg|left|thumb|'''Tammy Pham''']]<br />
*Aunt Linh (Lisa) Pham<br><br />
[[Image:AuntLisa.jpg|right|thumb|'''Lisa Pham''']]<br />
*Tenille is an orange Eurasier. Also a she.<br />
[[Image:Tenille.jpg|left|thumb|'''Tenille''']]<br />
<br />
==Experience==<br />
{{Template:MageExperiences<br />
|CurrentBeats=2<br />
|UnspentExperiences=1<br />
|SpentExperiences=3<br />
|Earned=x<br />
|Purchases=x<br />
|ArcaneBeats=4<br />
|ArcaneExperiences=1<br />
|ArcaneSpent=4<br />
}}<br />
<br />
==Lifestyle==<br />
[[Image:xxx.jpg|right|thumb|'''Apartment B14''']]<br />
A description of your characters day to day life. <br />
* '''Money:''' xxx<br />
* '''Clothing & Jewelry:''' xxx<br />
* '''Communication:''' xxx<br />
* '''Food:''' xxx<br />
* '''Housing:''' xxx<br />
* '''Days:''' xxx<br />
* '''Evenings:''' xxx<br />
<br />
==Experience==<br />
*0 skill points held in reserve<br />
*0 merit points held in reserve</div>Gyffeshttps://www.oakthorne.net/wiki/index.php?title=Dark_Room_Khamphong_King&diff=65474Dark Room Khamphong King2022-05-21T02:10:17Z<p>Gyffes: </p>
<hr />
<div>{{CoDMageCharacterSheet<br />
|Image=[[Image:Khamphong.jpg|center|350 px]]<br />
|CharacterName=Khamphong "Rose" King<br />
|Virtue=Good Samaritan<br />
|Vice=Rebellious<br />
|Aspirations=*Understand the Greenhouse, Raid Aegis Kai Doru Compound, *Rescue Alie and Nancy, *Learn about Mage Society<br />
|Path=Thyrsus<br />
|Order=x<br />
|Cabal=x<br />
|Obsessions=[[Portland in Shadow|Spirit map of Portland]], Understand my Destiny<br />
|Intelligence=3<br />
|Wits=2<br />
|Resolve=2<br />
|Strength=3<br />
|Dexterity=3<br />
|Stamina=4<br />
|Presence=2<br />
|Manipulation=1<br />
|Composure=3<br />
|MentalSkills=Academics 1, Crafts 1, Medicine 4 (Veterinary), Occult 3, Science 1<br />
|PhysicalSkills=Athletics 3, Brawl 2, Survival 2, Weaponry 4 (Knife; Spear; Staff)<br />
|SocialSkills=Animal Ken 3 (Wild), Empathy 1, Expression 1, Intimidation 1, Persuasion 1<br />
|MentalMerits=Area of Expertise (Knife; Spear; Staff), Favored Weapon (Dad's Ka-bar) (••), Language (Vietnamese) (•), Language (French) (•), Object Fetishism (•)<br />
|PhysicalMerits=–<br />
|SocialMerits=–<br />
|CombatMerits=Armed Defense (•••••), Defensive Combat (Weaponry •), Spear and Bayonet (•••), Staff Fighting (••••)<br />
|AwakenedMerits=Destiny (•••), Familiar (••), High Speech (•), Occultation (•), Shadow Name (••), The Dark Room (•)<br />
|Health=9<br />
|Willpower=5<br />
|Wisdom=7<br />
|Size=5<br />
|Speed=10<br />
|Defense=7<br />
|Armor=0<br />
|Initiative=6<br />
|Gnosis=1<br />
|Mana=10<br />
|Yantras=2<br />
|RitualInterval=3 Hours<br />
|ArcanaLimits=3/2<br />
|Paradox=1<br />
|CombinedSpells=1<br />
|ObsessionsNumber=1<br />
|Arcana=Life 2, Prime 1, Spirit 1<br />
|Rotes=0<br />
|Praxes=Speak with Beasts (Life 1), Sacred Geometry (Prime 1)<br />
|MagicalTools=x<br />
|Attainments=• '''Counterspell:''' Life & Spirit<br>• '''Improved Pattern Restoration:''' Heal bashing damage by spending 1 mana or lethal damage by spending 2. May scour Physical Attribute ratings without lowering derived Traits as a result.<br>• '''Life Armor:''' Add half [Life] to armor and Defense. Use higher of Wits and Dexterity as Defense.<br />
|NimbusTilt={{Tilt-Terror of the Huntress}}<br />
|MageSight={{MageSight-Thyrsus}}<br />
|Legacy=None<br />
|LegacyRulingArcanum=–<br />
|LegacyAttainments=–<br />
|LegacyYantras=–<br />
|LegacyOblations=–<br />
|Conditions=x<br />
<br />
}}<br />
__NOTOC__<br />
<br />
==Background==<br />
'''Age:''' 28<br><br />
Khamphong was born to a Vietnamese mother, and an American father in 1957. Her father was part of the Military Assistance Advisory Group, who were sent as the first wave of American involvement in the Vietnam Conflict in 1955. He was to train the Army of the Republic of Vietnam, as well as relieve the French of their military involvement in the area, as they had to be out of Vietnam in the following year, as per the Geneva Conference. <br />
===Downtime Life===<br />
* '''1976:''' Events of [[Maple Shade]], begins to investigate the disappearance of her father. Discovers he basically abandoned the family. Rose begins to work with Aegis kai Doru, and Shirley joins the hunt as well.<br />
* '''1977:''' Lori files for divorce after Rose finds out about her husband. She begins to go attend temple again with Mary. Rose and Shirley begin to travel further afield on the West Coast, hunting for the Aegis. They maintain a cover identity as a punk band.<br />
* '''1978:''' Holly marries a good Vietnamese boy from temple, and a huge wedding is thrown, to Grandmother's delight. Holly moves in with him and is rarely heard from.<br />
* '''1979:''' Lori meets Leonard "Lennie" Marfield at temple and the two begin dating, much to Rose's horror. Huntress - the band and team of hunters - is formed.<br />
* '''1980:''' Lori and Lennie marry. Grandmother dies. Shortly thereafter, Mt. St. Helens erupts. Tammy disappears shortly thereafter, though she calls from LA, where she is pursuing modeling and acting. Lisa moves in with Viv for a short period of time, who helps her enroll in an art university in San Francisco.<br />
* '''1981:''' x<br />
* '''1982:''' Tammy moves to Reno and establishes herself as an entertainer and entrepreneur.<br />
* '''1983:''' x<br />
* '''1984:''' x<br />
<br />
==Rumors==<br />
* <br />
<br />
==Personality==<br />
* '''Virtue:''' ''Good Samaritan''. Regain all spent Willpower when you stop everything you're doing to help someone else in their time of need, to the possible detriment of yourself.<br />
* '''Vice:''' ''Rebellious''. Regain one spent Willpower when you take an action in direct opposition of what you're told to do.<br />
<br />
* '''Aspirations:''' <br />
** <br />
** <br />
** <br />
** <br />
** <br />
<br />
* '''Integrity: 7'''<br />
* '''Breaking Points:'''<br />
** What is the worst thing your character has personally done? <br />
** What is the worst thing your character can imagine themselves doing?<br />
** What is the worst thing your character has experienced that someone else has done?<br />
** What has your character forgotten?<br />
** What is the most traumatic thing that's ever happened to your character?<br />
<br />
===Equipment===<br />
* '''Possessions''' <br />
**1969 Black Subaru Sambar Van<br />
* '''Armor'''<br />
**SCA Heavy Fighting Armor (Rat 3/2, Str 3, Defense -2, Spd -3) [Torso, Arms]<br />
**Helmet (Rat 2/1, -1 to sight- and hearing-based Perception rolls.) [Head]<br />
**Riot Gear (3/5, Str 2, Def -2, Spd -1) [Torso, Arms, Legs]<br />
* '''Weapons''' <br />
**SCA Heavy Fighting Spear (Dam +1, Init -1, Str 2, Size 4) [Knockdown, Reach, Two-Handed]<br><br />
**SCA Heavy Fighting Sword (Dam +2, Init -2, Str 2, Size 2) [Stun]<br />
**Spear (Dam +2, Init -2, Str 2, Size 4) [Reach, Two-Handed]<br> <br />
**Large Shield (Dam +2, Init -4, Str 3, Size 3) [Concealed]<br> <br />
**Dad's Ka-Bar (Dam +1, Init -1, Str 1, Size 2) [Enhance: Crafts or Survival]<br><br />
* '''Other Notes:'''<br />
===Relics===<br />
* '''''Snowdrop'' (••):''' An ancient weapon wielded by Vietnamese Buddhist sages who fought witches and shapeshifters. Like the snowdrop that hides beneath the snow, waiting to pop up to herald the spring, this blade hides itself from those seeking it. Snowdrop has been a familial relic in Rose's mother's family for generations.<br />
** '''The Hidden Blossom:''' Those who are not looking for a weapon explicitly simply miss seeing it entirely, their gaze passing over it. If someone is actively searching for the blade (visually or by a pat-down), it inflicts a -3 penalty to their attempts to do so.<br />
** '''The Blossom in Spring:''' Though it seems to be a slightly strange spade-headed dagger most of the time, like the snowdrop popping up through the snow, this blade's wooden hilt can be commanded to extend into a full spear! Spend 1 Willpower to turn it from a knife into a spear. Use the normal traits for each.<br />
<br />
===Conditions===<br />
*xxx<br />
<br />
==Merit Details==<br />
* Retainer (••••): Shirley Slaughter (Street Kid)<br />
* Area of Expertise (Spear)<br />
* Language (Vietnamese): Character can speak, read, and write in Vietnamese.<br />
* Language (French): Character can speak, read, and write in French<br />
* Weapon and Shield <br />
**Shield Bash (•): Your character slams her shield into an oncoming opponent, disrupting his attack. When Dodging add her shield’s Size to her pool. If she reduces an opponent’s attack successes to 0 then any additional successes inflict bashing damage.<br />
**Boar's Snout (••): Your character throws everything into a forward charge, trusting in her shield to protect her. Using a weapon and shield, your character can all-out attack and retain her shield’s Size bonus to Defense for the turn. If this maneuver is used the same turn by other allies with shields, then add an additional +1 to Defense for each.<br />
**Pin Weapon (•••): Your character uses her shield to trap an opponent’s weapon. If an opponent misses a melee attack against your character he is automatically disarmed.<br />
**Tortoise Shell (••••): Your character knows how to position herself so that she’s completely protected by her shield. When using a shield she is considered behind cover with Durability equal to the shield’s size plus one for each shield-wielding ally in her immediate vicinity.<br />
* Spear and Bayonet<br />
**Firm Footing (•): Your character braces herself with her weapon to skewer a charging opponent. Any opponent attempting an all-out or charge attack against your character takes her weapon’s damage automatically before he makes his attack roll. Armor subtracts from this, but then will not apply to any attacks your character makes in the same turn.<br />
**Keep at Bay (••): Your character can threaten an opponent with her weapon to prevent maneuvering. Choose an opponent with a shorter weapon; if that opponent takes any action other than backing away or Dodging he loses his Defense against your character’s next attack.<br />
**Strike and Develop (•••): Your character stabs an opponent with her weapon then turns the blade before removing it, leaving a more grisly wound. Attacks made with her weapon that inflict lethal damage causes the victim to bleed out, causing one point of lethal damage for a number of turns equal to her successes on the attack roll. Subsequent attacks can add to the total number of turns but never cause more than one point of lethal damage per turn in bleeding to the victim. She loses her Defense any turn she uses this maneuver. Drawback: Spend a point of Willpower to activate this maneuver.<br />
*Phalanx Fighter: Your character is trained to wield a spear alongside a shield. She does not increase her spear’s Strength requirement for using it one-handed as long as she’s also using a shield. She can use a spear for any Weapon and Shield maneuvers.<br />
<br />
==XXX (Familiar)==<br />
===Sabrefang (''Kuk Uhur'') (Rank 1 Nature Spirit)===<br />
[[Image:Sabrefang-familiar.jpg|right|thumb]]<br />
'''Choir of Animals, Cats Descant'''<br><br />
'''Attributes:''' Power 3 • Finesse 3 • Resistance 2<br><br />
'''Essence:''' 10 • '''Corpus:''' 6 • '''Willpower:''' 5 • '''Initiative:''' 5 • '''Defense:''' 3 • '''Speed:''' 16 • '''Size:''' 4<br><br />
'''Ban:''' Cannot enter the lair of another apex predator.<br><br />
'''Bane:''' Teeth and claws of natural predators<br><br />
* ''Contact:'' Must spend 1 WP and make a Power + Resistance roll, at a -[Rank] penalty.<br />
* ''Solidity:'' Solid while spirit is in Twilight<br />
* ''Touch:'' Inflicts 1A while Materialized, and causes Materialized Condition to end. If non-Materialized, inflicts 1L. Inflicts 1L if Fetter touches bane.<br />
* ''Weapon:'' If employed as a weapon, inflicts aggravated for Materialized, or lethal otherwise.<br />
'''Combat:''' ''Power + Finesse'' to attack • Inflict bashing damage<br />
* ''Twilight:'' May only attack and be attacked by other spirits.<br />
* ''Corpus Loss to Lethal or Aggravated:'' If Essence remains, dissolves and enters hibernation in a Conditioned location. If no Essence remains, it is destroyed.<br />
'''Influence:''' Hunting •<br />
* ''1 Essence'' • Roll ''Power + Finesse'' • Add to Defense, make an emotion stronger, or add Rank to Health or Structure for individuals connected to them. <br />
'''Manifestations'''<br />
* ''Discorporate:'' No cost. Spirit can discorporate as though it had lost all Corpus.<br />
* ''Familiar:'' No cost. Spirit is bonded to a mage, preventing Essence bleed. Spirit and mage have a Connected Sympathetic link, may use one another's senses with a reflexive action (casting magic through those senses requires a Reach for remote viewing but not Sympathetic Range Attainment), and can pass Mana and Essence between them (Essence > Mana loses 1 point in exchange). If discorporated, entity will reform in a location bearing the mage's Signature Nimbus. <br />
* ''Reaching:'' Spirit only • 1 Essence • Power + Finesse (- Gauntlet). Spirit applies the Reaching Condition to itself.<br />
'''Numina'''<br />
* ''Animal Control (R):'' 1 Essence; Power + Finesse – target’s Resolve. Spirit exerts control over an animal for the rest of the scene; may exert control over up to [Finesse] animals at once, activating this Numen for each animal.<br />
* ''Camouflage:'' 1 Essence. Spirit blends with background as long as it remains still; those trying to spot the spirit receive a penalty equal to Finesse.<br />
* ''Seek (R):'' 1–2 Essence; Finesse. Spirit detects an event or thing directly related to its influence. This is at a range of two miles, or twenty miles if it spends 2 Essence at activation.<br />
<br />
==Friends and Family==<br />
<br />
<br />
[[Image:MamaKing.jpg|left|thumb|'''Lori King''']]<br />
*Mom - Lan (Lori) King<br />
*Dad - Captain Walter King<br />
[[Image:WalterKing.jpg|right|thumb|'''Cpt. Walter King''']]<br />
*Grandma Minh Chau (Mary) Pham<br />
[[Image:GrandmaKing.jpg|left|thumb|'''Mary Pham''']]<br />
*Aunt Hoang (Holly) Pham<br><br />
[[Image:AuntHolly.jpg|right|thumb|'''Holly Pham''']]<br />
*Aunt Trang (Tammy) Pham<br><br />
[[Image:AuntTammy.jpg|left|thumb|'''Tammy Pham''']]<br />
*Aunt Linh (Lisa) Pham<br><br />
[[Image:AuntLisa.jpg|right|thumb|'''Lisa Pham''']]<br />
*Tenille is an orange Eurasier. Also a she.<br />
[[Image:Tenille.jpg|left|thumb|'''Tenille''']]<br />
<br />
==Experience==<br />
{{Template:MageExperiences<br />
|CurrentBeats=2<br />
|UnspentExperiences=1<br />
|SpentExperiences=3<br />
|Earned=x<br />
|Purchases=x<br />
|ArcaneBeats=3<br />
|ArcaneExperiences=1<br />
|ArcaneSpent=4<br />
}}<br />
<br />
==Lifestyle==<br />
[[Image:xxx.jpg|right|thumb|'''Apartment B14''']]<br />
A description of your characters day to day life. <br />
* '''Money:''' xxx<br />
* '''Clothing & Jewelry:''' xxx<br />
* '''Communication:''' xxx<br />
* '''Food:''' xxx<br />
* '''Housing:''' xxx<br />
* '''Days:''' xxx<br />
* '''Evenings:''' xxx<br />
<br />
==Experience==<br />
*0 skill points held in reserve<br />
*0 merit points held in reserve</div>Gyffeshttps://www.oakthorne.net/wiki/index.php?title=Dark_Room_Khamphong_King&diff=65465Dark Room Khamphong King2022-05-21T01:47:56Z<p>Gyffes: /* Experience */</p>
<hr />
<div>{{CoDMageCharacterSheet<br />
|Image=[[Image:Khamphong.jpg|center|350 px]]<br />
|CharacterName=Khamphong "Rose" King<br />
|Virtue=Good Samaritan<br />
|Vice=Rebellious<br />
|Aspirations=*Recover Snowdrop, Raid Aegis Kai Doru Compound, *Rescue Alie and Nancy, *Learn about Mage Society<br />
|Path=Thyrsus<br />
|Order=x<br />
|Cabal=x<br />
|Obsessions=[[Portland in Shadow|Spirit map of Portland]], Understand my Destiny<br />
|Intelligence=3<br />
|Wits=2<br />
|Resolve=2<br />
|Strength=3<br />
|Dexterity=3<br />
|Stamina=4<br />
|Presence=2<br />
|Manipulation=1<br />
|Composure=3<br />
|MentalSkills=Academics 1, Crafts 1, Medicine 4 (Veterinary), Occult 3, Science 1<br />
|PhysicalSkills=Athletics 3, Brawl 2, Survival 2, Weaponry 4 (Knife; Spear; Staff)<br />
|SocialSkills=Animal Ken 3 (Wild), Empathy 1, Expression 1, Intimidation 1, Persuasion 1<br />
|MentalMerits=Area of Expertise (Knife; Spear; Staff), Favored Weapon (Dad's Ka-bar) (••), Language (Vietnamese) (•), Language (French) (•), Object Fetishism (•)<br />
|PhysicalMerits=–<br />
|SocialMerits=–<br />
|CombatMerits=Armed Defense (•••••), Defensive Combat (Weaponry •), Spear and Bayonet (•••), Staff Fighting (••••)<br />
|AwakenedMerits=Destiny (•••), Familiar (••), High Speech (•), Occultation (•), Shadow Name (••), The Dark Room (•)<br />
|Health=9<br />
|Willpower=5<br />
|Wisdom=7<br />
|Size=5<br />
|Speed=10<br />
|Defense=7<br />
|Armor=0<br />
|Initiative=6<br />
|Gnosis=1<br />
|Mana=10<br />
|Yantras=2<br />
|RitualInterval=3 Hours<br />
|ArcanaLimits=3/2<br />
|Paradox=1<br />
|CombinedSpells=1<br />
|ObsessionsNumber=1<br />
|Arcana=Life 2, Prime 1, Spirit 1<br />
|Rotes=0<br />
|Praxes=Speak with Beasts (Life 1), Sacred Geometry (Prime 1)<br />
|MagicalTools=x<br />
|Attainments=• '''Counterspell:''' Life & Spirit<br>• '''Improved Pattern Restoration:''' Heal bashing damage by spending 1 mana or lethal damage by spending 2. May scour Physical Attribute ratings without lowering derived Traits as a result.<br>• '''Life Armor:''' Add half [Life] to armor and Defense. Use higher of Wits and Dexterity as Defense.<br />
|NimbusTilt={{Tilt-Terror of the Huntress}}<br />
|MageSight={{MageSight-Thyrsus}}<br />
|Legacy=None<br />
|LegacyRulingArcanum=–<br />
|LegacyAttainments=–<br />
|LegacyYantras=–<br />
|LegacyOblations=–<br />
|Conditions=x<br />
<br />
}}<br />
__NOTOC__<br />
<br />
==Background==<br />
'''Age:''' 28<br><br />
Khamphong was born to a Vietnamese mother, and an American father in 1957. Her father was part of the Military Assistance Advisory Group, who were sent as the first wave of American involvement in the Vietnam Conflict in 1955. He was to train the Army of the Republic of Vietnam, as well as relieve the French of their military involvement in the area, as they had to be out of Vietnam in the following year, as per the Geneva Conference. <br />
===Downtime Life===<br />
* '''1976:''' Events of [[Maple Shade]], begins to investigate the disappearance of her father. Discovers he basically abandoned the family. Rose begins to work with Aegis kai Doru, and Shirley joins the hunt as well.<br />
* '''1977:''' Lori files for divorce after Rose finds out about her husband. She begins to go attend temple again with Mary. Rose and Shirley begin to travel further afield on the West Coast, hunting for the Aegis. They maintain a cover identity as a punk band.<br />
* '''1978:''' Holly marries a good Vietnamese boy from temple, and a huge wedding is thrown, to Grandmother's delight. Holly moves in with him and is rarely heard from.<br />
* '''1979:''' Lori meets Leonard "Lennie" Marfield at temple and the two begin dating, much to Rose's horror. Huntress - the band and team of hunters - is formed.<br />
* '''1980:''' Lori and Lennie marry. Grandmother dies. Shortly thereafter, Mt. St. Helens erupts. Tammy disappears shortly thereafter, though she calls from LA, where she is pursuing modeling and acting. Lisa moves in with Viv for a short period of time, who helps her enroll in an art university in San Francisco.<br />
* '''1981:''' x<br />
* '''1982:''' Tammy moves to Reno and establishes herself as an entertainer and entrepreneur.<br />
* '''1983:''' x<br />
* '''1984:''' x<br />
<br />
==Rumors==<br />
* <br />
<br />
==Personality==<br />
* '''Virtue:''' ''Good Samaritan''. Regain all spent Willpower when you stop everything you're doing to help someone else in their time of need, to the possible detriment of yourself.<br />
* '''Vice:''' ''Rebellious''. Regain one spent Willpower when you take an action in direct opposition of what you're told to do.<br />
<br />
* '''Aspirations:''' <br />
** <br />
** <br />
** <br />
** <br />
** <br />
<br />
* '''Integrity: 7'''<br />
* '''Breaking Points:'''<br />
** What is the worst thing your character has personally done? <br />
** What is the worst thing your character can imagine themselves doing?<br />
** What is the worst thing your character has experienced that someone else has done?<br />
** What has your character forgotten?<br />
** What is the most traumatic thing that's ever happened to your character?<br />
<br />
===Equipment===<br />
* '''Possessions''' <br />
**1969 Black Subaru Sambar Van<br />
* '''Armor'''<br />
**SCA Heavy Fighting Armor (Rat 3/2, Str 3, Defense -2, Spd -3) [Torso, Arms]<br />
**Helmet (Rat 2/1, -1 to sight- and hearing-based Perception rolls.) [Head]<br />
**Riot Gear (3/5, Str 2, Def -2, Spd -1) [Torso, Arms, Legs]<br />
* '''Weapons''' <br />
**SCA Heavy Fighting Spear (Dam +1, Init -1, Str 2, Size 4) [Knockdown, Reach, Two-Handed]<br><br />
**SCA Heavy Fighting Sword (Dam +2, Init -2, Str 2, Size 2) [Stun]<br />
**Spear (Dam +2, Init -2, Str 2, Size 4) [Reach, Two-Handed]<br> <br />
**Large Shield (Dam +2, Init -4, Str 3, Size 3) [Concealed]<br> <br />
**Dad's Ka-Bar (Dam +1, Init -1, Str 1, Size 2) [Enhance: Crafts or Survival]<br><br />
* '''Other Notes:'''<br />
===Relics===<br />
* '''''Snowdrop'' (••):''' An ancient weapon wielded by Vietnamese Buddhist sages who fought witches and shapeshifters. Like the snowdrop that hides beneath the snow, waiting to pop up to herald the spring, this blade hides itself from those seeking it. Snowdrop has been a familial relic in Rose's mother's family for generations.<br />
** '''The Hidden Blossom:''' Those who are not looking for a weapon explicitly simply miss seeing it entirely, their gaze passing over it. If someone is actively searching for the blade (visually or by a pat-down), it inflicts a -3 penalty to their attempts to do so.<br />
** '''The Blossom in Spring:''' Though it seems to be a slightly strange spade-headed dagger most of the time, like the snowdrop popping up through the snow, this blade's wooden hilt can be commanded to extend into a full spear! Spend 1 Willpower to turn it from a knife into a spear. Use the normal traits for each.<br />
<br />
===Conditions===<br />
*xxx<br />
<br />
==Merit Details==<br />
* Retainer (••••): Shirley Slaughter (Street Kid)<br />
* Area of Expertise (Spear)<br />
* Language (Vietnamese): Character can speak, read, and write in Vietnamese.<br />
* Language (French): Character can speak, read, and write in French<br />
* Weapon and Shield <br />
**Shield Bash (•): Your character slams her shield into an oncoming opponent, disrupting his attack. When Dodging add her shield’s Size to her pool. If she reduces an opponent’s attack successes to 0 then any additional successes inflict bashing damage.<br />
**Boar's Snout (••): Your character throws everything into a forward charge, trusting in her shield to protect her. Using a weapon and shield, your character can all-out attack and retain her shield’s Size bonus to Defense for the turn. If this maneuver is used the same turn by other allies with shields, then add an additional +1 to Defense for each.<br />
**Pin Weapon (•••): Your character uses her shield to trap an opponent’s weapon. If an opponent misses a melee attack against your character he is automatically disarmed.<br />
**Tortoise Shell (••••): Your character knows how to position herself so that she’s completely protected by her shield. When using a shield she is considered behind cover with Durability equal to the shield’s size plus one for each shield-wielding ally in her immediate vicinity.<br />
* Spear and Bayonet<br />
**Firm Footing (•): Your character braces herself with her weapon to skewer a charging opponent. Any opponent attempting an all-out or charge attack against your character takes her weapon’s damage automatically before he makes his attack roll. Armor subtracts from this, but then will not apply to any attacks your character makes in the same turn.<br />
**Keep at Bay (••): Your character can threaten an opponent with her weapon to prevent maneuvering. Choose an opponent with a shorter weapon; if that opponent takes any action other than backing away or Dodging he loses his Defense against your character’s next attack.<br />
**Strike and Develop (•••): Your character stabs an opponent with her weapon then turns the blade before removing it, leaving a more grisly wound. Attacks made with her weapon that inflict lethal damage causes the victim to bleed out, causing one point of lethal damage for a number of turns equal to her successes on the attack roll. Subsequent attacks can add to the total number of turns but never cause more than one point of lethal damage per turn in bleeding to the victim. She loses her Defense any turn she uses this maneuver. Drawback: Spend a point of Willpower to activate this maneuver.<br />
*Phalanx Fighter: Your character is trained to wield a spear alongside a shield. She does not increase her spear’s Strength requirement for using it one-handed as long as she’s also using a shield. She can use a spear for any Weapon and Shield maneuvers.<br />
<br />
==XXX (Familiar)==<br />
===Sabrefang (''Kuk Uhur'') (Rank 1 Nature Spirit)===<br />
[[Image:Sabrefang-familiar.jpg|right|thumb]]<br />
'''Choir of Animals, Cats Descant'''<br><br />
'''Attributes:''' Power 3 • Finesse 3 • Resistance 2<br><br />
'''Essence:''' 10 • '''Corpus:''' 6 • '''Willpower:''' 5 • '''Initiative:''' 5 • '''Defense:''' 3 • '''Speed:''' 16 • '''Size:''' 4<br><br />
'''Ban:''' Cannot enter the lair of another apex predator.<br><br />
'''Bane:''' Teeth and claws of natural predators<br><br />
* ''Contact:'' Must spend 1 WP and make a Power + Resistance roll, at a -[Rank] penalty.<br />
* ''Solidity:'' Solid while spirit is in Twilight<br />
* ''Touch:'' Inflicts 1A while Materialized, and causes Materialized Condition to end. If non-Materialized, inflicts 1L. Inflicts 1L if Fetter touches bane.<br />
* ''Weapon:'' If employed as a weapon, inflicts aggravated for Materialized, or lethal otherwise.<br />
'''Combat:''' ''Power + Finesse'' to attack • Inflict bashing damage<br />
* ''Twilight:'' May only attack and be attacked by other spirits.<br />
* ''Corpus Loss to Lethal or Aggravated:'' If Essence remains, dissolves and enters hibernation in a Conditioned location. If no Essence remains, it is destroyed.<br />
'''Influence:''' Hunting •<br />
* ''1 Essence'' • Roll ''Power + Finesse'' • Add to Defense, make an emotion stronger, or add Rank to Health or Structure for individuals connected to them. <br />
'''Manifestations'''<br />
* ''Discorporate:'' No cost. Spirit can discorporate as though it had lost all Corpus.<br />
* ''Familiar:'' No cost. Spirit is bonded to a mage, preventing Essence bleed. Spirit and mage have a Connected Sympathetic link, may use one another's senses with a reflexive action (casting magic through those senses requires a Reach for remote viewing but not Sympathetic Range Attainment), and can pass Mana and Essence between them (Essence > Mana loses 1 point in exchange). If discorporated, entity will reform in a location bearing the mage's Signature Nimbus. <br />
* ''Reaching:'' Spirit only • 1 Essence • Power + Finesse (- Gauntlet). Spirit applies the Reaching Condition to itself.<br />
'''Numina'''<br />
* ''Animal Control (R):'' 1 Essence; Power + Finesse – target’s Resolve. Spirit exerts control over an animal for the rest of the scene; may exert control over up to [Finesse] animals at once, activating this Numen for each animal.<br />
* ''Camouflage:'' 1 Essence. Spirit blends with background as long as it remains still; those trying to spot the spirit receive a penalty equal to Finesse.<br />
* ''Seek (R):'' 1–2 Essence; Finesse. Spirit detects an event or thing directly related to its influence. This is at a range of two miles, or twenty miles if it spends 2 Essence at activation.<br />
<br />
==Friends and Family==<br />
<br />
<br />
[[Image:MamaKing.jpg|left|thumb|'''Lori King''']]<br />
*Mom - Lan (Lori) King<br />
*Dad - Captain Walter King<br />
[[Image:WalterKing.jpg|right|thumb|'''Cpt. Walter King''']]<br />
*Grandma Minh Chau (Mary) Pham<br />
[[Image:GrandmaKing.jpg|left|thumb|'''Mary Pham''']]<br />
*Aunt Hoang (Holly) Pham<br><br />
[[Image:AuntHolly.jpg|right|thumb|'''Holly Pham''']]<br />
*Aunt Trang (Tammy) Pham<br><br />
[[Image:AuntTammy.jpg|left|thumb|'''Tammy Pham''']]<br />
*Aunt Linh (Lisa) Pham<br><br />
[[Image:AuntLisa.jpg|right|thumb|'''Lisa Pham''']]<br />
*Tenille is an orange Eurasier. Also a she.<br />
[[Image:Tenille.jpg|left|thumb|'''Tenille''']]<br />
<br />
==Experience==<br />
{{Template:MageExperiences<br />
|CurrentBeats=2<br />
|UnspentExperiences=1<br />
|SpentExperiences=3<br />
|Earned=x<br />
|Purchases=x<br />
|ArcaneBeats=3<br />
|ArcaneExperiences=1<br />
|ArcaneSpent=4<br />
}}<br />
<br />
==Lifestyle==<br />
[[Image:xxx.jpg|right|thumb|'''Apartment B14''']]<br />
A description of your characters day to day life. <br />
* '''Money:''' xxx<br />
* '''Clothing & Jewelry:''' xxx<br />
* '''Communication:''' xxx<br />
* '''Food:''' xxx<br />
* '''Housing:''' xxx<br />
* '''Days:''' xxx<br />
* '''Evenings:''' xxx<br />
<br />
==Experience==<br />
*0 skill points held in reserve<br />
*0 merit points held in reserve</div>Gyffeshttps://www.oakthorne.net/wiki/index.php?title=Dark_Room_Khamphong_King&diff=65457Dark Room Khamphong King2022-05-21T01:34:00Z<p>Gyffes: /* Experience */</p>
<hr />
<div>{{CoDMageCharacterSheet<br />
|Image=[[Image:Khamphong.jpg|center|350 px]]<br />
|CharacterName=Khamphong "Rose" King<br />
|Virtue=Good Samaritan<br />
|Vice=Rebellious<br />
|Aspirations=*Recover Snowdrop, Raid Aegis Kai Doru Compound, *Rescue Alie and Nancy, *Learn about Mage Society<br />
|Path=Thyrsus<br />
|Order=x<br />
|Cabal=x<br />
|Obsessions=[[Portland in Shadow|Spirit map of Portland]], Understand my Destiny<br />
|Intelligence=3<br />
|Wits=2<br />
|Resolve=2<br />
|Strength=3<br />
|Dexterity=3<br />
|Stamina=4<br />
|Presence=2<br />
|Manipulation=1<br />
|Composure=3<br />
|MentalSkills=Academics 1, Crafts 1, Medicine 4 (Veterinary), Occult 3, Science 1<br />
|PhysicalSkills=Athletics 3, Brawl 2, Survival 2, Weaponry 4 (Knife; Spear; Staff)<br />
|SocialSkills=Animal Ken 3 (Wild), Empathy 1, Expression 1, Intimidation 1, Persuasion 1<br />
|MentalMerits=Area of Expertise (Knife; Spear; Staff), Favored Weapon (Dad's Ka-bar) (••), Language (Vietnamese) (•), Language (French) (•), Object Fetishism (•)<br />
|PhysicalMerits=–<br />
|SocialMerits=–<br />
|CombatMerits=Armed Defense (•••••), Defensive Combat (Weaponry •), Spear and Bayonet (•••), Staff Fighting (••••)<br />
|AwakenedMerits=Destiny (•••), Familiar (••), High Speech (•), Occultation (•), Shadow Name (••), The Dark Room (•)<br />
|Health=9<br />
|Willpower=5<br />
|Wisdom=7<br />
|Size=5<br />
|Speed=10<br />
|Defense=7<br />
|Armor=0<br />
|Initiative=6<br />
|Gnosis=1<br />
|Mana=10<br />
|Yantras=2<br />
|RitualInterval=3 Hours<br />
|ArcanaLimits=3/2<br />
|Paradox=1<br />
|CombinedSpells=1<br />
|ObsessionsNumber=1<br />
|Arcana=Life 2, Prime 1, Spirit 1<br />
|Rotes=0<br />
|Praxes=Speak with Beasts (Life 1), Sacred Geometry (Prime 1)<br />
|MagicalTools=x<br />
|Attainments=• '''Counterspell:''' Life & Spirit<br>• '''Improved Pattern Restoration:''' Heal bashing damage by spending 1 mana or lethal damage by spending 2. May scour Physical Attribute ratings without lowering derived Traits as a result.<br>• '''Life Armor:''' Add half [Life] to armor and Defense. Use higher of Wits and Dexterity as Defense.<br />
|NimbusTilt={{Tilt-Terror of the Huntress}}<br />
|MageSight={{MageSight-Thyrsus}}<br />
|Legacy=None<br />
|LegacyRulingArcanum=–<br />
|LegacyAttainments=–<br />
|LegacyYantras=–<br />
|LegacyOblations=–<br />
|Conditions=x<br />
<br />
}}<br />
__NOTOC__<br />
<br />
==Background==<br />
'''Age:''' 28<br><br />
Khamphong was born to a Vietnamese mother, and an American father in 1957. Her father was part of the Military Assistance Advisory Group, who were sent as the first wave of American involvement in the Vietnam Conflict in 1955. He was to train the Army of the Republic of Vietnam, as well as relieve the French of their military involvement in the area, as they had to be out of Vietnam in the following year, as per the Geneva Conference. <br />
===Downtime Life===<br />
* '''1976:''' Events of [[Maple Shade]], begins to investigate the disappearance of her father. Discovers he basically abandoned the family. Rose begins to work with Aegis kai Doru, and Shirley joins the hunt as well.<br />
* '''1977:''' Lori files for divorce after Rose finds out about her husband. She begins to go attend temple again with Mary. Rose and Shirley begin to travel further afield on the West Coast, hunting for the Aegis. They maintain a cover identity as a punk band.<br />
* '''1978:''' Holly marries a good Vietnamese boy from temple, and a huge wedding is thrown, to Grandmother's delight. Holly moves in with him and is rarely heard from.<br />
* '''1979:''' Lori meets Leonard "Lennie" Marfield at temple and the two begin dating, much to Rose's horror. Huntress - the band and team of hunters - is formed.<br />
* '''1980:''' Lori and Lennie marry. Grandmother dies. Shortly thereafter, Mt. St. Helens erupts. Tammy disappears shortly thereafter, though she calls from LA, where she is pursuing modeling and acting. Lisa moves in with Viv for a short period of time, who helps her enroll in an art university in San Francisco.<br />
* '''1981:''' x<br />
* '''1982:''' Tammy moves to Reno and establishes herself as an entertainer and entrepreneur.<br />
* '''1983:''' x<br />
* '''1984:''' x<br />
<br />
==Rumors==<br />
* <br />
<br />
==Personality==<br />
* '''Virtue:''' ''Good Samaritan''. Regain all spent Willpower when you stop everything you're doing to help someone else in their time of need, to the possible detriment of yourself.<br />
* '''Vice:''' ''Rebellious''. Regain one spent Willpower when you take an action in direct opposition of what you're told to do.<br />
<br />
* '''Aspirations:''' <br />
** <br />
** <br />
** <br />
** <br />
** <br />
<br />
* '''Integrity: 7'''<br />
* '''Breaking Points:'''<br />
** What is the worst thing your character has personally done? <br />
** What is the worst thing your character can imagine themselves doing?<br />
** What is the worst thing your character has experienced that someone else has done?<br />
** What has your character forgotten?<br />
** What is the most traumatic thing that's ever happened to your character?<br />
<br />
===Equipment===<br />
* '''Possessions''' <br />
**1969 Black Subaru Sambar Van<br />
* '''Armor'''<br />
**SCA Heavy Fighting Armor (Rat 3/2, Str 3, Defense -2, Spd -3) [Torso, Arms]<br />
**Helmet (Rat 2/1, -1 to sight- and hearing-based Perception rolls.) [Head]<br />
**Riot Gear (3/5, Str 2, Def -2, Spd -1) [Torso, Arms, Legs]<br />
* '''Weapons''' <br />
**SCA Heavy Fighting Spear (Dam +1, Init -1, Str 2, Size 4) [Knockdown, Reach, Two-Handed]<br><br />
**SCA Heavy Fighting Sword (Dam +2, Init -2, Str 2, Size 2) [Stun]<br />
**Spear (Dam +2, Init -2, Str 2, Size 4) [Reach, Two-Handed]<br> <br />
**Large Shield (Dam +2, Init -4, Str 3, Size 3) [Concealed]<br> <br />
**Dad's Ka-Bar (Dam +1, Init -1, Str 1, Size 2) [Enhance: Crafts or Survival]<br><br />
* '''Other Notes:'''<br />
===Relics===<br />
* '''''Snowdrop'' (••):''' An ancient weapon wielded by Vietnamese Buddhist sages who fought witches and shapeshifters. Like the snowdrop that hides beneath the snow, waiting to pop up to herald the spring, this blade hides itself from those seeking it. Snowdrop has been a familial relic in Rose's mother's family for generations.<br />
** '''The Hidden Blossom:''' Those who are not looking for a weapon explicitly simply miss seeing it entirely, their gaze passing over it. If someone is actively searching for the blade (visually or by a pat-down), it inflicts a -3 penalty to their attempts to do so.<br />
** '''The Blossom in Spring:''' Though it seems to be a slightly strange spade-headed dagger most of the time, like the snowdrop popping up through the snow, this blade's wooden hilt can be commanded to extend into a full spear! Spend 1 Willpower to turn it from a knife into a spear. Use the normal traits for each.<br />
<br />
===Conditions===<br />
*xxx<br />
<br />
==Merit Details==<br />
* Retainer (••••): Shirley Slaughter (Street Kid)<br />
* Area of Expertise (Spear)<br />
* Language (Vietnamese): Character can speak, read, and write in Vietnamese.<br />
* Language (French): Character can speak, read, and write in French<br />
* Weapon and Shield <br />
**Shield Bash (•): Your character slams her shield into an oncoming opponent, disrupting his attack. When Dodging add her shield’s Size to her pool. If she reduces an opponent’s attack successes to 0 then any additional successes inflict bashing damage.<br />
**Boar's Snout (••): Your character throws everything into a forward charge, trusting in her shield to protect her. Using a weapon and shield, your character can all-out attack and retain her shield’s Size bonus to Defense for the turn. If this maneuver is used the same turn by other allies with shields, then add an additional +1 to Defense for each.<br />
**Pin Weapon (•••): Your character uses her shield to trap an opponent’s weapon. If an opponent misses a melee attack against your character he is automatically disarmed.<br />
**Tortoise Shell (••••): Your character knows how to position herself so that she’s completely protected by her shield. When using a shield she is considered behind cover with Durability equal to the shield’s size plus one for each shield-wielding ally in her immediate vicinity.<br />
* Spear and Bayonet<br />
**Firm Footing (•): Your character braces herself with her weapon to skewer a charging opponent. Any opponent attempting an all-out or charge attack against your character takes her weapon’s damage automatically before he makes his attack roll. Armor subtracts from this, but then will not apply to any attacks your character makes in the same turn.<br />
**Keep at Bay (••): Your character can threaten an opponent with her weapon to prevent maneuvering. Choose an opponent with a shorter weapon; if that opponent takes any action other than backing away or Dodging he loses his Defense against your character’s next attack.<br />
**Strike and Develop (•••): Your character stabs an opponent with her weapon then turns the blade before removing it, leaving a more grisly wound. Attacks made with her weapon that inflict lethal damage causes the victim to bleed out, causing one point of lethal damage for a number of turns equal to her successes on the attack roll. Subsequent attacks can add to the total number of turns but never cause more than one point of lethal damage per turn in bleeding to the victim. She loses her Defense any turn she uses this maneuver. Drawback: Spend a point of Willpower to activate this maneuver.<br />
*Phalanx Fighter: Your character is trained to wield a spear alongside a shield. She does not increase her spear’s Strength requirement for using it one-handed as long as she’s also using a shield. She can use a spear for any Weapon and Shield maneuvers.<br />
<br />
==XXX (Familiar)==<br />
===Sabrefang (''Kuk Uhur'') (Rank 1 Nature Spirit)===<br />
[[Image:Sabrefang-familiar.jpg|right|thumb]]<br />
'''Choir of Animals, Cats Descant'''<br><br />
'''Attributes:''' Power 3 • Finesse 3 • Resistance 2<br><br />
'''Essence:''' 10 • '''Corpus:''' 6 • '''Willpower:''' 5 • '''Initiative:''' 5 • '''Defense:''' 3 • '''Speed:''' 16 • '''Size:''' 4<br><br />
'''Ban:''' Cannot enter the lair of another apex predator.<br><br />
'''Bane:''' Teeth and claws of natural predators<br><br />
* ''Contact:'' Must spend 1 WP and make a Power + Resistance roll, at a -[Rank] penalty.<br />
* ''Solidity:'' Solid while spirit is in Twilight<br />
* ''Touch:'' Inflicts 1A while Materialized, and causes Materialized Condition to end. If non-Materialized, inflicts 1L. Inflicts 1L if Fetter touches bane.<br />
* ''Weapon:'' If employed as a weapon, inflicts aggravated for Materialized, or lethal otherwise.<br />
'''Combat:''' ''Power + Finesse'' to attack • Inflict bashing damage<br />
* ''Twilight:'' May only attack and be attacked by other spirits.<br />
* ''Corpus Loss to Lethal or Aggravated:'' If Essence remains, dissolves and enters hibernation in a Conditioned location. If no Essence remains, it is destroyed.<br />
'''Influence:''' Hunting •<br />
* ''1 Essence'' • Roll ''Power + Finesse'' • Add to Defense, make an emotion stronger, or add Rank to Health or Structure for individuals connected to them. <br />
'''Manifestations'''<br />
* ''Discorporate:'' No cost. Spirit can discorporate as though it had lost all Corpus.<br />
* ''Familiar:'' No cost. Spirit is bonded to a mage, preventing Essence bleed. Spirit and mage have a Connected Sympathetic link, may use one another's senses with a reflexive action (casting magic through those senses requires a Reach for remote viewing but not Sympathetic Range Attainment), and can pass Mana and Essence between them (Essence > Mana loses 1 point in exchange). If discorporated, entity will reform in a location bearing the mage's Signature Nimbus. <br />
* ''Reaching:'' Spirit only • 1 Essence • Power + Finesse (- Gauntlet). Spirit applies the Reaching Condition to itself.<br />
'''Numina'''<br />
* ''Animal Control (R):'' 1 Essence; Power + Finesse – target’s Resolve. Spirit exerts control over an animal for the rest of the scene; may exert control over up to [Finesse] animals at once, activating this Numen for each animal.<br />
* ''Camouflage:'' 1 Essence. Spirit blends with background as long as it remains still; those trying to spot the spirit receive a penalty equal to Finesse.<br />
* ''Seek (R):'' 1–2 Essence; Finesse. Spirit detects an event or thing directly related to its influence. This is at a range of two miles, or twenty miles if it spends 2 Essence at activation.<br />
<br />
==Friends and Family==<br />
<br />
<br />
[[Image:MamaKing.jpg|left|thumb|'''Lori King''']]<br />
*Mom - Lan (Lori) King<br />
*Dad - Captain Walter King<br />
[[Image:WalterKing.jpg|right|thumb|'''Cpt. Walter King''']]<br />
*Grandma Minh Chau (Mary) Pham<br />
[[Image:GrandmaKing.jpg|left|thumb|'''Mary Pham''']]<br />
*Aunt Hoang (Holly) Pham<br><br />
[[Image:AuntHolly.jpg|right|thumb|'''Holly Pham''']]<br />
*Aunt Trang (Tammy) Pham<br><br />
[[Image:AuntTammy.jpg|left|thumb|'''Tammy Pham''']]<br />
*Aunt Linh (Lisa) Pham<br><br />
[[Image:AuntLisa.jpg|right|thumb|'''Lisa Pham''']]<br />
*Tenille is an orange Eurasier. Also a she.<br />
[[Image:Tenille.jpg|left|thumb|'''Tenille''']]<br />
<br />
==Experience==<br />
{{Template:MageExperiences<br />
|CurrentBeats=2<br />
|UnspentExperiences=1<br />
|SpentExperiences=3<br />
|Earned=x<br />
|Purchases=x<br />
|ArcaneBeats=2<br />
|ArcaneExperiences=1<br />
|ArcaneSpent=4<br />
}}<br />
<br />
==Lifestyle==<br />
[[Image:xxx.jpg|right|thumb|'''Apartment B14''']]<br />
A description of your characters day to day life. <br />
* '''Money:''' xxx<br />
* '''Clothing & Jewelry:''' xxx<br />
* '''Communication:''' xxx<br />
* '''Food:''' xxx<br />
* '''Housing:''' xxx<br />
* '''Days:''' xxx<br />
* '''Evenings:''' xxx<br />
<br />
==Experience==<br />
*0 skill points held in reserve<br />
*0 merit points held in reserve</div>Gyffeshttps://www.oakthorne.net/wiki/index.php?title=House_Durwald&diff=65427House Durwald2022-05-17T02:38:59Z<p>Gyffes: /* House Treasury */</p>
<hr />
<div>__NOTOC__<br />
{{SwordChronicleHouse<br />
|HouseName=House Durwald<br />
|Realm=Three-Rivers<br />
|Image=[[Image:Durwald-heraldry.jpg|center|300px]]<br />
|Motto=Vigilance, Honor, Truth<br />
|Status=Minor Noble House (Status 4)<br />
|Seat=[[Durwald Hall]], Houndsreach, Three-Rivers<br />
|Head=Lady Gemma Durwald<br />
|Consort=None<br />
|Heir=Idoren Durwald<br />
|Liege=Lord Artoran Kylervus<br />
|Cadet=None<br />
|Vassals=None<br />
|Founder=Sir Rigmund Durwald<br />
|Founded=330 CR<br />
|Defense=21 (Durwald Hall; 1 uninvested)<br />
|Influence=26 (Status 4)<br />
|Lands=13 (Houndsreach)<br />
|Law=32 (-1)<br />
|Population=21 (+1)<br />
|Power=21 (Veteran Garrison, Veteran Infantry, Military Academy Holding)<br />
|Wealth=32 (2 uninvested)<br>[[Image:Durwald-lineage.jpg|center|290px]]<br />
}}<br />
Founded just shy of two hundred years ago, House Durwald was born of a scandal. House Zarovet, one of the Houses of the relatively-newly settled Three-Rivers, rose up against the Wardens of Three-Rivers, House Kylevrus, seeking to seize that wardenship for themselves. However, the Zarovet schemes were revealed by one of their bannermen, a knight by the name of Sir Rigmund Durwald. Although it meant betraying his oath of fealty to the Zarovets, the treachery was stopped and a grateful House Kylevrus raised the Durwalds to House status, splitting the old Zarovet domain between the Durwalds and the innocent survivors of House Zarovet, organized into House Filendus.<br />
<br />
In more recent history, the consort of Lady Gemma Durwald rained glory down on House Durwald through the founding of Gatewatch Academy, a school of military tactics and commander's training. Even today, many knights, commanders of House forces, and others with the sponsorship to attend are taught the tactical brilliance of Ludogranz Durwald. Although he died ten years ago, House and academy still continue to run strong, thanks to talented family and loved ones who uphold his vision even today.<br />
<br />
==House Treasury==<br />
187 Imperials <br />
* '''House Durwald Festival Lanterns:''' House Durwald possesses four extravagant stained-glass lanterns, used in the winter Festival of Light. Between the stained glass, precious metals, and fine accent stones, each is worth about 50 Imperials.<br />
* '''Everwarmers:''' House Durwald has a half-dozen everwarmers of wrightfolk make, fine iron spheres meant to hold coals. When the sphere is sealed, it not only radiates a pleasant warmth, but it does so for twelve hours or so. It grants a +1B to all ''Endurance (Resilience)'' tests against cold weather effects. Each everwarmer is worth 40 Imperials.<br />
* '''Ironwise Whetstone:''' The Gatewatch Academy has a post-mounted whetstone of ironwise-make in the armory. When a few drops of sacred oil are added to it and it is used to sharpen a bladed weapon, that weapon remains extremely sharp for two to three times as long as using a normal whetstone. The ironwise whetstone is worth 50 Imperials.<br />
<br />
==Houndsreach==<br />
'''Domain:''' Hills; Coast, Water (River)<br><br />
[[Image:Houndsreach-domain.jpg|center|350px]]<br />
At the mouth of the Peakesriver, where it flows into the Bay of Lances, House Durwald has been given a modest parcel of land as their domain. Although it is smaller than the portion allotted to House Filendus, it is arguably richer land, prime vineyard country and a river mouth that could conceivably serve as a trading port at some point in the future. For the moment, however, these lands – green with the many vineyards of the domain – are home to a few small hamlets, the largest of which, Hounds Peak, is home to both Durwald Hall and Gatewatch Academy.<br />
* '''Vineyards & Winery:''' ''Food Agriculture Wealth Holding • Alcohol Distillery Improvement''. Although the southernmost Peakesriver valley's soil isn't great for the growing of most crops, it is very nearly the perfect soil-and-sun types for the growing of grapes. All of its hamlets maintain extensive vineyards, and House Durwald maintains several wineries around the domain as well. These wineries serve as estate manors in the hamlets. (House Fortune +1, Resource Gain: Pop +2, Pow +1, Wealth +1; Spring, Summer, Autumn only)<br />
* '''Houndsreach Festivals:''' ''Seasonal Festivals Wealth Holding''. House Durwald maintains four annual festivals. (Members of House gain +1B to intrigues with House subjects)<br />
** ''The Winter Hunt:'' Taking place in the Splendid Lumination of the Winter Moon, culminating in Mantlemas, the Winter Hunt is a Houndsreach tradition with a history that dates back to the hunts favored by Sir Rigmund and his cohort. Nobles gather in Rigmundus, and celebrate with much drinking and a hunt into the Æfingwood; the one who brings down the most magnificent stag is crowned Master of the Hunt, including a playful crown which must be returned and given to next year's winner. Commonfolk are also given license to hunt within the small woodlands within Houndsreach itself, and may also fish its waters. Hunted food is apportioned up (generally half to one's own household, and half to another, less successful or poorer household) for winter stores, and House Durwald sends a handcask of wine to each household in their villages.<br />
** ''Gatewatch Academy Spring Graduation:'' In the beginning of the Furrow Moon, just before nobles depart for Crownhold, House Durwald hosts the Gatewatch Academy Spring Graduation. There are tiny swords and shields for the younglings, practice show duels demonstrating the elite of the graduating class, and a grand banquet at the end for the graduates. Sometimes nobles who are scouting knights for their domains or honoring vassals in the class may join, but most of the out of towners are relatives of the graduates.<br />
===Hounds Peak===<br />
[[Image:Hounds-Peak.jpg|right|350px]]<br />
'''Seat of House Durwald • Hamlet'''<br><br />
'''Households:''' 29 (''Bounded'' 5 • ''Tenancies'' 1, ''Leases'' 17, ''Guilded'' 6)<br><br />
Hounds Peak is the small hamlet that serves as the seat of House Durwald. A sharply rising outcropping sticks out a bit over the Peakesriver, with row after row of grape trellises marking the rise in the land, and Durwald Hall at the top of the rise. At the base of the rise sits the <br />
Gatewatch Academy military academy, and spread out from that is the small collection of buildings that form Hounds Peak hamlet proper. As the main trading outlet in Durwald territory, Hounds Peak has an inn and a few taverns, as well as some craftfolk, but by and large its folk are like those in the other Durwald hamlets, working in either fields or winery.<br />
* '''[[Durwald Hall]]:''' ''Fortification.'' Originally a simple stone tower on the rise above the hamlet, it was expanded with a wooden hall about three generations ago. Between the hall and the cliffs are a pair of gardens: the Lady's Garden, grown for its beauty and serenity, and the Kitchen Gardens, where food and herbs are grown for the hall's use. In front of the hall is a large stables, and a small handful of other outbuildings.<br />
* '''Gatewatch Academy:''' ''Military Academy (Broad Training) Wealth Holding (5 Power, 15 Wealth)''. Taking up a large field at the foot of the rise on which Durwald Hall sits, the Academy is made up of a trio of barracks buildings, and two other larger structures, one for practical uses (smithy, kitchens, armory, dining gallery, staff dwellings) and the other for classrooms and training halls.<br />
** ''Notables:'' Holy Sir Vericus (Headmaster) • Dame Ysthre, Worthy Sir Nyle, Kalin (Instructors) • Gerta Smith (Staff) • Sir Walrech Kylervus (Students)<br />
** ''Manage Resources (House Action):'' Wealth to Power 1:1; units that lose abilities due to Warfare damage reduce amount lost by 1; add fourth ability to a unit's abilities)<br />
* '''Archpeak Winery:''' ''Winery.'' The smallest of the Durwald wineries also makes the finest of its vintages. The red grapes grown here are used to make both ''Archpeak's Finest'', a deep red bottled wine known all the way to Crownhold and beyond. Another breed of red grape make ''Peakesriver Claret'', a sweet, dark red bottled claret the color of rubies.<br />
** ''Notables:'' Yaren Elthir (Master Vintner)<br />
* '''The Kennel House:''' ''Tavern.'' The sole tavern in Hounds Peak, founded when Durwald Hall was merely Durwald Tower. The tavern used to be near old Lord Durwald's kennels. By and large, the Kennel House sees an uncomfortable mixture of locals and Academy students. It is run by the tough-nosed Parila (aka "the Bitch of the Kennel" to Academy rowdies) and her children ("the Puppies").<br />
** ''Notables:'' Parila Fœsten (Proprietor) • Lundwyn, Korbal, Isolda (Staff; Parila's children, age 22, 19, and 17)<br />
<br />
===Feindrholt===<br />
'''Hamlet'''<br><br />
'''Households:''' 11 (''Bounded'' 1 • ''Tenancies'' 1, ''Leases'' 7, ''Guilded'' 1)<br><br />
The tall sea-cliffs of Feindrholt overlook the crashing waves of the Bay of Lances quite a distance below the hamlet. Feindrholt has a half-ring of old wrightfolk barrows that define one of its edges, and many of its folk have the wrightfolk look to them, although most of them live as any Imperial citizenry do.<br />
* '''Reeve:''' ''Master Eldfrith Mason''. Master Eldfrith is the head of one of two notable wrightfolk families in Feindrholt who alternate acting as reeves for the small settlement. Eldfrith is a stonemason in the Imperial style. <br />
* '''Seacliff Winery:''' Producing both white and reds, Seacliff's vineyards are not yet particularly mature, nor their wines refined. At the moment, Seacliff mostly provides table wines for many folk in the region. They are named simply ''Seacliff Red'' and ''Seacliff White''. Both are casked, rather than bottled.<br />
* '''Guild-houses:''' The only guild-house in Feindrholt belongs to the local vintner.<br />
<br />
===Rigmundus===<br />
'''Hamlet'''<br><br />
'''Households:''' 21 (''Bounded'' 3 • ''Tenancies'' 0, ''Leases'' 15, ''Guilded'' 3)<br><br />
[[Image:Woodlodge-hall.jpg|right|thumb|'''Woodlodge''']]<br />
The northern-most Durwald hamlet was named for Sir Rigmund, who built a hunting lodge in the area which gave him access to the nearby Æfingwood, a small local woodland where he favored hunting. Though the wood is not technically part of the Durwald domain, the House has long held hunting rights within it, although they are not the only House in the area to do so.<br />
* '''Reeve:''' ''Sir Mathau Cimbry''. A knight much advanced in years, Sir Mathau has served House Durwald since his days as a squire to Lord Arovet Durwald, the father of Lady Gemma. Always enjoying nothing so well as a good hunt, Sir Mathau was granted reeve-ship of Rigmundus to allow him something of a retirement in his twilight years. He lives alone in the manor (called "the Woodlodge") at Rigmundus, his wife passed away over a decade ago, and his children married off or in service as knights to Warden and Crown.<br />
* '''Woodlodge Winery:''' The Durwald winery here produces an excellent red vintage. The red is said to be an excellent base for basting venison, which is plentiful in the Æfingwood. The fine red bottled here is called ''Huntman's Red'', while the winery also makes a slightly plainer ''Woodlodge Red'' that is sold in casks for cooking and less refined tables.<br />
* '''Guild-houses:''' There are three guild-houses in Rigmundus, belonging to the vintner, a weaver's household, and a blacksmith.<br />
* '''Other Characters:''' ''Belsian Mavry'', chamberlain at Woodlodge. ''Winda Cook'', cook at Woodlodge.<br />
<br />
==Forces==<br />
===Commanders===<br />
* '''Sir Ruvand Durwald:''' Commander of the ''Durwald Garrison''.<br />
* '''Sir Vericus Valentus:''' Commander of the ''Academy Guard''. <br />
===Durwald Garrison===<br />
* '''Veteran • Garrison:''' Awareness 2, Endurance 2, Fighting 2, Healing 2 • Defense [Agl+Ath+Awr], Health [Endx3] • GEAR • Discipline Dif 0 (6 outside Houndsreach), Power Cost 7<br />
The troops trained to defend Houndsreach and Durwald Hall. They are trained in Awareness, Endurance, Fighting, and Healing.<br />
===Academy Guard===<br />
* '''Veteran • Infantry'''. Athletics 2, Awareness 2, Endurance 2, Fighting 2 • Defense [Agl+Ath+Awr], Health [Endx3] • GEAR • Discipline Dif 3, Power Cost 9<br />
Part of the academy's education includes service as part of the Durwald forces in times of trouble, prepared to defend it and House Durwald if called upon to do so. They are trained in Athletics, Awareness, Endurance, and Fighting.<br />
<br />
==Members of the House==<br />
{| align="none" border="0" style="background: white"<br />
| [[Image:Gemma-durwald.jpg|center|150px]] || '''Lady [[Gemma Durwald]]'''<br>''Head of House (Status 4) • 55 years'' <br />
|-style="background: gainsboro"<br />
| [[Image:Ruvand-durwald.jpg|center|150px]] || '''Sir Ruvand Durwald'''<br>''Brother of the Lady (Status 3) • Castellan and Master-at-Arms • 50 years''<br>The younger brother of Lady Gemma, Ruvand never married, spending most of his adult life with his Sworn Companion Deimos. He is a household knight who commands the garrison and acts as Castellan during Summer Court.<br />
|-<br />
| [[Image:Nyle_Caeden.jpg|center|150px]] || '''Worthy Sir [[Nyle Caeden]]'''<br>''Father of the Heir (Status 3) • 27 years'' <br />
|-style="background: gainsboro"<br />
| [[Image:Idoren-durwald.jpg|center|150px]] || '''Idoren Durwald'''<br>''Heir of House (Status 3) • 8 years''<br>The son of Vaenda and Sir Nyle, Idoren is a spry boy who is quite mature for his age. Idoren shows promise with the blade and excellent manners, and believes himself quite ready for the Coronet. <br />
|-<br />
| [[Image:Vaenya-durwald.jpg|center|150px]] || '''Vaenya Durwald'''<br>''Heir's Sister • 4 years''<br>Considered fey and somewhat unnerving by some Vaenya is a pale, golden doll of a child who the servants claim "has golden eyes that see too much." Though she clearly understands everyone around her, Vaenya does not speak. Because of the circumstances around her birth, Vaenya was born unheralded, and is ineligible to inherit Durwald titles or lands.<br />
|-style="background: gainsboro"<br />
| [[Image:Calepsa-endicastre.jpg|center|150px]] || '''Calepsa Endicastre'''<br>''Younger Sister of the Lady • 48 years''<br>The younger sister of Lady Gemma and Sir Ruvand, Calepsa married Yrcantis of [[House Endicastre]], whose domain is Iraessia, across the river from Houndsreach. The happy mistress of a small fishing village, Calepsa has a gaggle of children and grand-children, and loves nothing more than taking a quick boat trip across the water to see her sister and kin.<br />
|}<br />
===Sworn Companions & Cousins===<br />
{| align="none" border="0" style="background: white"<br />
|-style="background: gainsboro"<br />
| [[Image:Ysthre-raugynn.jpg|center|150px]] || '''Dame Ysthre Raugynn'''<br>''Sworn Companion of Lady Gemma Durwald (Status 3) • 55 years''<br>The younger sister of the lord of House Raugynn, Ysthre and Gemma have known one another from the time they were girls, having met as Gemma accompanied her father and brother on the tourney circuit. Gemma was there when Ysthre first rode in a tourney (a Raugynn celebration of the firstborn heir's birth), and the two girls became intimate friends afterwards. They remained close, even after Gemma married Ludogranz, until both were 19. With the death of Gemma's mother and the mounting threat from House Filendus, Ysthre promised to protect Gemma and never leave her side, leaving her brother's House to become Gemma's Sworn Companion.<br />
|-<br />
| [[Image:Deimos-cliburn.jpg|center|150px]] || '''Deimos Cliburn'''<br>''Sworn Companion of Ruvand Durwald • 45 years''<br>A dancer who met Ruvand many years ago in Crownhold, Deimos has been Ruvand's Sworn Companion for most of both of their adult lives. Deimos has no formal role within the House, although he is happy to pitch in on any task that needs an extra hand. He is particularly good at organizing celebrations and fetes, and often informally helps to organize the seasonal festivals at Houndsreach.<br />
|-style="background: gainsboro"<br />
| [[Image:Kalin_medium.jpg|center|150px]] || '''[[Kalin Cliburn]]'''<br>''Cousin of the Heir • 19 years''<br>The child of Deimos Cliburn and the Academy blacksmith Gerta Smith. <br />
|-<br />
| [[Image:Taemra-cliburn.jpg|center|150px]] || '''Taemra Cliburn'''<br>''Cousin of the Heir • 16 years''<br>The second child of Deimos Cliburn and Gerta Smith, Taemra is about to achieve her journeyman status as a smith at her mother's forge. <br />
|}<br />
<br />
===The Dearly Departed===<br />
* '''Ludogranz Durwald:''' ''Consort of the Lady (Deceased 509 CR)''. A fourth son of House Stannum in Three-Rivers, Ludogranz was a renowned general and military tactician. He served as a household Knight in the court of Lord Kylervus, the Warden of Three-Rivers, and won great renown there. He married Gemma as a young man, serving as her consort. A mere year after he left Lord Kylervus's court, the Warden contacted him about continuing the duties of training his soldiers, this time at Houndsreach instead of the Warden's keep. Within a few years, this service led to the founding of Gatewatch Academy, which continues to this day.<br />
* '''Vaenda Durwald:''' ''Heir of House Durwald (Deceased 515 CR)''. A favorite beauty of the Summer Courts, Vaenda was quite well suited to inherit House Durwald. Popular among the other nobles, married to a notable knight-sophiste, Vaenda's myriad contacts and connections throughout the Houses of the Crowndom seemed as though they might enable her to propel her House to new heights of renown and power in time. Sadly, that time never came – she died in childbirth only recently.<br />
<br />
==Retainers of the House==<br />
{| align="none" border="0" style="background: white"<br />
|-style="background: gainsboro"<br />
| [[Image:Mathau-cimbry.jpg|center|150px]] || '''Sir Mathau Cimbry'''<br>''Reeve of Rigimundus • 77 years''<br>A knight much advanced in years, Sir Mathau has served House Durwald since his days as a squire to Lord Arovet Durwald, the father of Lady Gemma. Always enjoying nothing so well as a good hunt, Sir Mathau was granted reeve-ship of Rigmundus to allow him something of a retirement in his twilight years. He lives alone in the manor (called "the Woodlodge") at Rigmundus, his wife passed away over a decade ago, and his children married off or in service as knights to Warden and Crown.<br />
|-<br />
| [[Image:Vericus.jpg|center|150px]] || '''Holy Sir [[Vericus Valentus]]'''<br>''Commander of Gatewatch Academy & Durwald Forces • 55 years''<br>Formerly the Sworn Companion of Ludogranz Durwald, Sir Vericus now oversees the Gatewatch Academy and acts as commander of the Durwald forces. <br />
|-style="background: gainsboro"<br />
| [[Image:Gryff Stannum.jpg|center|150px]] || '''Gryff Stannum'''<br>''Holy Sir Vericus's Squire • 17 years''<br>The secondborn son of the Stannum Head. Gryff usually has a serious demeanor, but seems very happy to be in Houndsreach and not Dunhill. He enjoys his wine a little too much, and has a badly-disguised crush on Kyuso Selwy.<br />
|-<br />
| [[Image:Gerta-smith.jpg|center|150px]] || '''Gerta Smith'''<br>''Academy Smith • 41 years''<br>A wrightfolk smith, Gerta runs the smithy for the Academy. She is stalwart and not given to words, and has something of a temper: it is said that she is a firm believer that "hammer and fire" can deal with any problems she faces, in work or in life.<br />
|-style="background: gainsboro"<br />
| [[Image:Kyuso-selwy.jpg|center|150px]] || '''Kyuso Selwy'''<br>''Sir Ruvald's Squire • 17 years''<br>Kyuso is a boisterous boy fond of fighting and riding. He is also an excellently trained young man, gracious in the courtly arts, with a joyful dignity to his bearing. His courtly graces still come across as a mantle that he dons, rather than something natural to him, but it's a mantle he wears well when he does so. Kyuso is very devoted to Sir Ruvald, and has basically grown up with Ruvald and Deimos's family. <br />
<br />
|-<br />
| [[Image:Wentzle-tyvremist.jpg|center|150px]] || '''Wentlze Tyvremist'''<br>''Sir Nyle's Squire • 13 years''<br>House Tyvremist is a small Steel Mountains House best known for the quality of their wool. In recent generations, though, they have begun cultivating rare herbs from the rich but treacherous alpine vales there, and Wentzle's ability to speak at length on the topic drew Sir Nyle's attention during Summer Court in 518 CR. By the end of Summer Court, Nyle offered to allow Wentlze to squire for him, and the boy leapt at the opportunity, never having been far from his mountainous home. Wentzle is young, but already shows the broad frame of the mountain Houses. He is also a deft hand at the dying and weaving of woolen fibres, and has enjoyed showing off his skill at tapestry-weaving to Lady Gemma and her handmaidens. Though usually stoic, Wentzle is sometimes prone to bursts of passion and anger, though Nyle hopes this is just a sign of youth that can be brought to heel.<br />
|-style="background: gainsboro"<br />
| [[Image:Yaren-elthir.jpg|center|150px]] || '''[[Yaren Elthir]]'''<br>''Master Vintner • 32 years''<br>With the death of old Master Caedfyr four years ago, Yaren became the new vintner for House Durwald. He spent a long time apprenticed to Caedfyr, and House Durwald even sent him to other vintners on his journeyman years. Yaren takes great pride in his work, and has settled into his role well.<br />
|-<br />
| [[Image:Xaphelle-endicastre.jpg|center|150px]] || '''Xaphelle Endicastre''' <br>''Handmaiden • 14 years''<br>Xaphelle is the youngest daughter of Gemma's sister, Calepsa Endicastre. The young girl is very dutiful (except when it comes time to do her history work), and is quite protective of her aunt's time and dignity.<br />
|-style="background: gainsboro"<br />
| [[Image:Amesta-vencara.jpg|center|150px]] || '''Amesta Vencara'''<br>''Handmaiden • 9 years''<br>The daughter of a Greensward House, Amesta's grandmother Linestia served with Lady Gemma as handmaidens together in the Warden of Three-River's court (Linestia is originally from a Three-Rivers House). Their friendship has continued over the years and distance, and as soon as Amesta was old enough to serve as a handmaiden, Linestia sent her to Houndsreach. The girl is quiet but very much loves being close to the waters of both river and sea.<br />
|-<br />
| [[Image:Wyrta.jpg|center|150px]] || '''Wyrta''' <br>''Ward • 10 (?) years'' <br>Wyrta is known to some of the commonfolk as "the witch's boy." He was found by Sir Vericus and Dame Ysthre in a clearing with a ''galgalynn'' tree and the remains of his mother. His command of Imperial is halting, though he speaks Folkish quite fluently.<br />
|}<br />
<br />
==Servants of the House==<br />
{| align="none" border="0" style="background: white"<br />
| [[Image:Findall-morlynn.jpg|center|150px]] || '''Findall Morlynn''' <br>''Chamberlain • 44 years''<br>Usually quiet, Findall is an excellent overseer of the household when everything is running smoothly and as expected. He can sometimes give into a bit of a hysterical panic when the unexpected occurs, although he is good at only letting the other servants see this part of him. Still, his organizational skills and his eye for good servants when hiring has kept him his position for many years now. <br />
|-style="background: gainsboro"<br />
| [[Image:Byunda-keeper.jpg|center|150px]] || '''Byunda Keeper''' <br>''Housekeeper • 52 years''<br>The wrightfolk housekeeper Byunda runs her household with the efficiency of a good forge: orderly, precisely, and energetically, with a minimum of fuss or complaint tolerated. She speaks in something of a very low voice when interacting with the nobility, seemingly having difficulty meeting their eyes. She has sometimes had to be chastised for being too inclined to corporal discipline when it comes to lazy or clumsy servants, though. <br />
|-<br />
| [[Image:Haemma-alands.jpg|center|150px]] || '''Haemma Alands'''<br>''Cook • 58 years''<br>Haemma comes from a long line of cooks in service to the Crown itself, she insists, with the barest suggestion that work in a small place like this is rather a favor she is doing. If her cooking weren't easily some of the finest to be found in Three-Rivers, such airs would almost surely not be tolerated. Fortunately, those aren't airs she puts on around nobles very often, saving her imperious contempt for her fellow servants and the occasional hapless retainer who catches her in a foul mood. She dearly loves children, however, and is constantly sneaking them sweets and pastries. <br />
|-style="background: gainsboro"<br />
| [[Image:Jory-wendall.jpg|center|150px]] || '''Jory Wendall'''<br>''Groom • 23 years''<br>Jory used to serve as a stablehand in the Durwald stables, and has worked his way up to the position of groom, which he took on when the old groom passed away two years ago. No one knows the ins and outs of the stables like Jory does, and he has a way with horses. He is still a bit nervous around the nobles, not used to addressing them directly, but has been working with Findall at improving his manners. <br />
|}<br />
<br />
==History==<br />
* '''330 CR:''' House Durwald is founded by Sir Rigimund Durwald, and his wife Kalenda.<br />
* '''463 CR:''' Vericus Valentus is born to Tullus and Circia Valentus, of the House of Stannum. Vericus's grandfather is the Sworn Companion of Halcam Stannum, Head of Household.<br />
* '''464 CR:''' Ludogranz Stannum is born to Harian and Siani Stannum.<br />
* '''465 CR:''' Gemma is born to Xinesta and Arovet Durwald. She is a sickly babe, and the House was fearful she might die at any time for several years.<br />
* '''469 CR:''' Ruvand is born to Xinesta and Arovet Durwald. Unlike Gemma, he is a healthy lad, and grows quick and strong.<br />
* '''480 CR:''' Caesmyr Filendus becomes Lord of House Filendus, and petitions House Durwald for Gemma's hand in marriage. Her father Arovet begins discussion with the stronger House Filendus, but her mother Xinesta refuses to consider Caesmyr, whom she considers grasping and spoiled.<br />
* '''481 CR:''' Gemma and Ludogranz are wed quickly by Xinesta's scheming, while Arovet is still in negotiations with House Filendus. In a fury, Caesmyr Filendus invents an excuse to declare vendetta against House Durwald. This begins six years of border skirmishes between the Houses.<br />
* '''484 CR:''' During Summer Court, Xinesta is killed, drowned in a reflecting fountain. Rumors suggest that House Filendus is responsible. In the ensuing chaos, Ysthre swears to protect Gemma and becomes her Sworn Companion.<br />
* '''487 CR:''' Arovet is killed in a border skirmish. The Warden steps in and calls an end to the vendetta. Gemma becomes Lady of House Durwald.<br />
* '''491 CR:''' Vaenda is born to Gemma and Ludogranz Durwald.<br />
* '''504 CR:''' Ludogranz receives a royal commission to establish his military academy.<br />
* '''509 CR:''' Ludogranz is called away from Summer Court to tend to some academy business, but along the way he and his small party are attacked and killed by thieves.<br />
* '''511 CR:''' Vaenda gives birth to Idoren, though the labor is a hard one.<br />
* '''515 CR:''' Vaenda dies in childbirth bearing Vaenya. <br />
* '''519 CR:''' Present Day<br />
===519 CR===<br />
* '''Frost Moon:''' Growth (33): Wealth +1<br />
** 1: Of Mantles & Spurs • 2: The Feral Boy • 3-4: The Winter Hunt • 5: Winter Settles In<br />
* '''Winter Moon:''' Growth (33): Wealth +1<br />
** 5: Winter Settles In<br />
* '''Death Moon:''' Growth (38): Wealth +1</div>Gyffeshttps://www.oakthorne.net/wiki/index.php?title=Gemma_Durwald&diff=65421Gemma Durwald2022-05-17T02:13:40Z<p>Gyffes: </p>
<hr />
<div>__NOTOC__<br />
{{SwordChronicleCharacterSheet<br />
|CharacterName=Lady Gemma Durwald<br />
|Title=Lady of House Durwald<br />
|Image=[[Image:Gemma-durwald.jpg|center|300px]]<br />
|Age=54<br />
|Virtue=Prudence<br />
|Vice=Pettiness<br />
|Goals=x<br />
|Agility=2<br />
|AnimalHandling=2<br />
|Athletics=2<br />
|Awareness=5 (Empathy +3B) +4<br />
|Cunning=5 (Decipher +1B, Memory +1B)<br />
|Deception=3 (Bluff +1B)<br />
|Endurance=3<br />
|Fighting=2<br />
|Healing=2<br />
|Languages=2<br />
|Knowledge=4 <br />
|Marksmanship=1<br />
|Persuasion=4 (Bargain +1B, Charm +1B) <br />
|Status=4 (Breeding +1B, Reputation +2B, Stewardship +4B)<br />
|Stealth=2<br />
|Survival=2<br />
|Thievery=2<br />
|Warfare=2<br />
|Will=5 (Dedication +3B)<br />
|IntrigueDefense=15<br />
|Composure=15<br />
|CombatDefense=9<br />
|Health=7<br />
|ArmorType=–<br />
|ArmorRating=–<br />
|ArmorPenalty=–<br />
|Weapons=x<br />
|SorceryDefense=16 (+3 Averting bonus from sorcerous Benefits)<br />
|SorceryPoints=4<br />
|ArtsWorks=''Divination:'' Casting, Reading, Vision<br>''Malediction:'' Castigate, Ruination<br>''Warding:'' Sorcerer's Bane<br />
|DestinyPoints=1<br />
|Benefits=Averting Adept, Eidetic Memory, Gifted Spellcaster, Head for Numbers, Head of House, Natural Sorcerer (Divination: Casting), Sorcerous Initiation (Warding: Protection), Sorcerous Initiation (Divination: Reading), Sorcerous Initiation: (Malediction: Castigate), Sorcerous Works (Malediction: Ruination, Divination: Vision)<br />
|Drawbacks=Childhood Ailment, Familiar x2 (Initiation + Works), Flaw (Survival), Nemesis, Oathbound, Witchmark<br />
|}}<br />
==Disposition==<br />
* +1 step toward Lady Indiya Caeden<br />
* +1 step toward Lord Markin Segmundus<br />
* +1 step toward Timen Segmundus<br />
<br />
==Rumors & Tendencies==<br />
There are a variety of local rumors about Lady Gemma:<br />
* X<br />
* X<br />
* X<br />
<br />
==Prophecies==<br />
* '''Winter Domain Rule:''' 1 Sorcery Point invested, 4 Prophecy Destiny Points, for all Winter<br />
* '''Fate from the Gallows Tree:''' By using her divinatory gifts to "read" the gallows tree in Houndsreach, Gemma's fate is now to die by hanging.<br />
<br />
==Art of Divination==<br />
* '''Initiation:''' Add your Knowledge ranks to all Awareness test totals, as you are adept as interpreting tiny signs and omens even when not using divinatory magics directly.<br />
* '''Divination Style:''' xxx<br />
* '''Ritual Timing:''' Alignment and Invocation stages can be done faster or slower.<br />
** Gain +3 Difficulty for every 25% reduction in time.<br />
** Gain -3 Difficulty for every 50% increase in time.<br />
===Casting===<br />
* A Working that reveals the future of a target. It is both a Spell (The Glimpse Ahead) and a Ritual (The Unfolding Path).<br />
* '''Resonance:''' Must either have something that belongs to target of spell, or have target present for casting.<br />
* '''Self-Targeted:''' Using either of these effects for oneself adds a +6 to the Difficulty.<br />
====The Glimpse Ahead (Spell)====<br />
'''Price:''' 1 Spent • '''Test:''' Awareness, Difficulty 6-15 (secret, based on upcoming events in character's life)<br />
* Every casting grants information - the more degrees of success, the more accurate.<br />
* Success may grant simply information (which can be leveraged into a floating +1B to use in the future), or it may result in the gaining of a "phantom" Destiny which can be spent concerning the target.<br />
====The Unfolding Path (Ritual)====<br />
'''Price:''' 1 Spent<br />
* '''Alignment:''' Knowledge (Dif 6), 10 minutes.<br />
** Each degree of success grants +1B for subsequent tests in ritual.<br />
** Failure inflicts -1D to subsequent tests in ritual, or -2D on a critical failure.<br />
* '''Invocation:''' Awareness (Dif 9+), 30 minutes.<br />
** ''Success'' determines how far ahead insights are gained: one year (9), five years (12), 10 years (15), 25 years (18), lifetime (21).<br />
** ''Failure'' results in gaining the Flaw (Awareness) Drawback for a week, as confusing images haunt the sorcerer's waking and sleeping moments.<br />
* '''Unleashing:''' Will (Dif 6+).<br />
** Success grants extensive information (which can be leveraged into a floating +1D to use in the future), or it may result in the gaining of a "phantom" Destiny which can be burnt concerning the target.<br />
===Reading===<br />
* A Working that reads who a target is and what brought them to this point. It is both a Spell (Flash of Insight) and a Ritual (Reading the Spirit).<br />
====Flash of Insight (Spell)====<br />
'''Price:''' None • '''Test:''' Awareness, Difficulty (target's Sorcery Defense)<br />
* Casting is extremely subtle; only other diviners have a chance to notice, requiring an Awareness (Dif 9) test to detect the casting.<br />
* ''Success'' grants knowledge of target's current Disposition and Technique they will use in this exchange. Gain +1D on all Deception and Persuasion tests for the duration of the intrigue.<br />
* ''Critical Failure'' results in teh target being aware of the attempt to discern their secrets, causing them to become suspicious, worsening Disposition by one step.<br />
====Reading the Spirit (Ritual)====<br />
'''Price:''' 1 Spent<br />
* '''Alignment:''' Awareness (Dif 9), 10 minutes.<br />
** Each degree of success grants +1B for subsequent tests in ritual.<br />
** Failure inflicts -1D to subsequent tests in ritual, or -2D on a critical failure.<br />
* '''Invocation:''' Knowledge (Dif 12), 1 hour.<br />
** ''Degrees of Success'' are added to Unleashing result.<br />
** ''Failure'' ruins the casting, ending the spell. Caster also gains Flaw (Awareness) Drawback until they get a full night's sleep.<br />
* '''Unleashing:''' Will (Dif 9).<br />
** Each ''degree of success'' accumulated grants one Insight and Insight die.<br />
* '''Insight:''' Insights include:<br />
** A Background Event, or other detail about their past.<br />
** A Quality unknown to the diviner, either a Benefit or Drawback (chosen by sorcerer)<br />
** A Goal<br />
** What Motivation drives the subject<br />
** Virtues the character holds in high regard<br />
** Vices the character indulges in<br />
** A relationship to a character known to the sorcerer, particularly if that relationship is of interest to the sorcerer.<br />
* '''Insight Dice:''' Spend an Insight Die against a target, gaining a benefit for the sorcerer when interacting with that target. The sorcerer may also transfer this benefit to another that they tell the results of the divination to. Benefits include:<br />
** Gain a +1D to Deception and Persuasion tests against the target for one Intrigue.<br />
** Improve the subject's Disposition to you by two steps during an Intrigue.<br />
** Gain +1D on a number of attack rolls equal to the sorcerer's Awareness.<br />
** Negate the spending (but not burning) of a point of the subject's Destiny.<br />
** Gain the benefits of having spent Destiny applied to the subject.<br />
** Gain the benefits of having spent Destiny against actions taken by the subject.<br />
===Vision===<br />
* A Ritual that plumbs past and future, seeking the destiny of organizations, cities, nations, and so forth. It does not seek out the fate of individuals, though it may tell the role individuals have played in a group or area in the past.<br />
<br />
'''Price:''' 1 Spent or Burnt, plus Ritual Ingredients (3 Imperials)<br />
* '''Alignment:''' Knowledge (Dif 12), 1 hour.<br />
** Each degree of success grants +1B for subsequent tests in ritual.<br />
** Failure inflicts -1D to subsequent tests in ritual, or -2D on a critical failure.<br />
* '''Invocation:''' Awareness (Dif 9), 5 hours.<br />
** ''Success'' result determines how far into the past or future can be seen: Present only (9), 1 year past or 3 months future (12), 10 years past or 1 year future (15), 25 years past or 3 years future (18), 50 years past or 10 years future (21), 100 years past or 30 years future (24), 250 years past or 60 years future (27), 500 years past or 100 years future (30).<br />
* '''Unleashing:''' Will (Dif 12).<br />
** Each ''degree of success'' grants one question the player of the diviner may ask the Narrator.<br />
** If Price was Spent, answers are full of symbolism and riddle-like narratives for the future, or in flashes of important moments for visions of the past.<br />
** If Price was Burnt, answers are direct and clear. <br />
*** Moreover, diviner gains a number of Prophetic Destiny Points equal to Unleashing degrees of success +1.<br />
*** These Destiny Points can be spent or burnt taking actions that rely on that information, or helping to bring it about or preventing it. They can even be used to power sorcerous work for those goals.<br />
*** If the diviner shares the results of this vision with another, that character may invest a Destiny Point in acquiring the Prophetic Alignment Quality immediately.<br />
<br />
==Art of Malediction==<br />
* '''Initiation:''' You may substitute Will for Status in Intrigue Defense and for determining your place in the initiative order of an intrigue.<br />
* '''Ritual Timing:''' Alignment and Invocation stages can be done faster or slower.<br />
** Gain +3 Difficulty for every 25% reduction in time.<br />
** Gain -3 Difficulty for every 50% increase in time.<br />
===Castigate===<br />
* A Working to inflict pain or harm on a target. It is both a Spell (Wrack) and a Ritual (Doom).<br />
====Wrack (Spell)====<br />
'''Price:''' 1 Spent • '''Test:''' Will, Difficulty (target's Sorcery Defense)<br />
* Casting is no more than a gesture and sharp word from the sorcerer. Target must be in Close Range, and takes a Greater Action Spellcasting test.<br />
* ''Success'' inflicts damage equal to Will times degree of success. This damage is not reduced by armor, but can be reduced by taking Injuries and Wounds.<br />
** May sacrifice one degree of success to leave the target unable to take a Greater Action on their next turn.<br />
** Once the Price is Spent, the sorcerer can continue to attack the target during that encounter without spending additional Destiny or Sorcery Points.<br />
====Doom (Ritual)====<br />
* A Working that inflicts slow, agonizing pain and harm to a target, even dooming them to death.<br />
<br />
'''Price:''' 1 Spent, plus possession of a bit of the target's body (blood, hair, etc)<br />
* '''Alignment:''' Knowledge (Dif 9), 1 hour.<br />
** Success links the poppet to the target in question.<br />
** Each additional degree of success grants +1B for Virulence tests if the infliction of the Doom is successful.<br />
** Failure causes the ritual to fail, and it must be started over.<br />
** It is possible to perform ''just'' this part of the ritual to create a connected poppet, and set the poppet aside for later use.<br />
* '''Invocation:''' Will (Dif 12), 6 hours.<br />
** When the invocation begins, those around the target who can notice magic may feel a distinct sense of danger with an Awareness (Empathy) test (Difficulty 6). With 3+ degrees of success, they get a brief impression of the sorcerer working the Doom.<br />
** ''Degrees of Success'' add +1 per degree to the Doom's Toxicity.<br />
** ''Failure'' ruins the casting, and inflicts a Wound on the sorcerer.<br />
* '''Unleashing:''' Will (open Difficulty).<br />
** ''Success'' inflicts a mystical poison with a Virulence equal to the sorcerer's Will, Toxicity equal to 1 + degrees of Invocation success, a Frequency of 1/Hour, and a Diagnosis Difficulty equal to the result of the Unleashing test.<br />
** The Doom imposes a -1D to all abilities, and an additional -1D per extra degree. If penalty dice equal the victim's Endurance rank, they perish.<br />
** A Doom can only be stopped by interrupting the ritual, killing the sorcerer, or forcing them to withdraw the Doom before it has run its course, or by placing a ''Blessing'' on the victim with a Difficulty equal to the Unleashing test +3.<br />
** Wards apply normal benefits against a sorcerer working a Doom, and increase the victim's passive Endurance by the ward rating to resist it.<br />
===Ruination===<br />
* A Working that causes the destruction of time's passage. It is both a Spell (Destruction) and a Ritual (Disaster).<br />
====Destruction (Spell)====<br />
'''Price:''' 1 Spent • '''Test:''' Will, Difficulty (object's weight on Strength table, +3 if made of stone or soft metals, +6 if made of hard metal)<br />
* Target must be within Close Range; take a Greater Action Spellcasting test.<br />
* If object is worn or carried by a living creature, use their Sorcery Defense if it is greater than the Difficulty.<br />
* ''Success'' destroys item, causing it to immediately collapse into dust and ruined scraps.<br />
====Disaster (Ritual)====<br />
* A Working that inflicts ruin upon the Holdings of a House.<br />
<br />
'''Price:''' 1 Spent, plus occult link to the target.<br />
* '''Alignment:''' Knowledge (Dif 9), 1 hour.<br />
** Success creates four cursing talismans.<br />
** These must be placed in the four cardinal directions around the target Holding. The next stage of the ritual cannot be performed until they are in place.<br />
* '''Invocation:''' Will (Dif 12), 3 hours.<br />
** ''Degrees of Success'' add +1 degree per degree to Unleashing test.<br />
** ''Failure'' spoils the Ritual and renders its components useless.<br />
* '''Unleashing:''' Will (Dif 12).<br />
** ''Success'' inflicts a -1D per degree of success on the Status of the head or steward for tests of house fortunes for that season.<br />
** Degrees may be sacrificed to extend the Disaster for an additional month per degree.<br />
** ''Failure'' ruins the Ritual, rendering its components useless, and inflicts a Wound on the sorcerer.<br />
** The Ritual of Disaster can be ended prior to its expiration by killing the sorcerer or forcing them to withdraw the curse, or by finding all four talismans and destroying them using a ''Consecration'' ritual with a Difficulty equal to the Unleashing result, +3 per additional degree gained from Invocation. Failing this inflicts a Wound on the sorcerer attempting to end the curse.<br />
<br />
==Art of Warding==<br />
[[Image:Ward-ratings.jpg|right|300px]]<br />
* '''Initiation:''' When performing a folk-ward, each degree of success grants 10 minutes of protection rather than just one. You can also work a folk-ward on someone else's behalf at a Difficulty 12.<br />
* '''Ritual Timing:''' Alignment and Invocation stages can be done faster or slower.<br />
** Gain +3 Difficulty for every 25% reduction in time.<br />
** Gain -3 Difficulty for every 50% increase in time.<br />
===Sorcerer's Bane===<br />
* A Working that lays a curse on another sorcerer, inhibiting their ability to work magic.<br />
<br />
'''Price:''' 1 Spent • '''Test:''' Knowledge, Difficulty (6+)<br />
* Creates a Ward that affects any target of the cursed sorcerer's magic, even if that target is willing.<br />
* '''Difficulty Result:''' Chosen before casting. Apprentice Ward (Dif 6), Basic Ward (Dif 12), Standard Ward (Dif 18), Adept Ward (Dif 24)<br />
* '''Success:''' Each degree of success on this test grants one week of duration.<br />
* '''Failure:''' No result. On a ''critical failure'', the cursing sorcerer falls under the effects of the curse themself for 24 hours instead.<br />
<br />
<br />
Future Qualities?:Adept Negotiator, Attractive, Authority, Cautious Diplomat, Charismatic (Bargain), Compelling, Dutiful, Courteous, Gifted Ritualist<br />
<br />
<br />
<br />
<br />
<br />
===Dowsing===<br />
* A Spell used to find a specific substance, item type, or animal. These are always specific, rather than broad: "gold" rather than "metals," "swords" rather than "weapons," and "ravens" rather than "birds".<br />
* Each type of target is a different Spell. It takes 2 weeks to learn a different version of this Spell (you are always assumed to have access, thanks to Natural Sorcerer).<br />
'''Price:''' 1 Spent • '''Test:''' Awareness (6+)<br />
* ''Difficulty'' is based on distance of target: within 50 ft (6), within 100 ft (9), within 500 ft (12), within 1000 ft (15), within 2000 ft (18), within 1 mile (21)<br />
* ''Success'' determines how quickly the diviner can follow signs to the target, and how large of an area across it pinpoints.<br />
** One Degree: Half yard per turn, area 10 yards across.<br />
** Two Degrees: 1 yard per turn, area 5 yards across.<br />
** Three Degrees: 2 yards per turn, area 10 feet across.<br />
** Four Degrees: 3 yards per turn, exact location pinpointed.<br />
** Failure: Search for 10 minutes, finding no signs.<br />
* May recast the spell without re-spending Price, but each subsequent casting is at a cumulative -1D. Repaying the Price re-sets this penalty to 0.</div>Gyffeshttps://www.oakthorne.net/wiki/index.php?title=Dark_Room_Khamphong_King&diff=65391Dark Room Khamphong King2022-05-14T03:22:51Z<p>Gyffes: </p>
<hr />
<div>{{CoDMageCharacterSheet<br />
|Image=[[Image:Khamphong.jpg|center|350 px]]<br />
|CharacterName=Khamphong "Rose" King<br />
|Virtue=Good Samaritan<br />
|Vice=Rebellious<br />
|Aspirations=*Recover Snowdrop, Raid Aegis Kai Doru Compound, *Rescue Alie and Nancy, *Learn about Mage Society<br />
|Path=Thyrsus<br />
|Order=x<br />
|Cabal=x<br />
|Obsessions=[[Portland in Shadow|Spirit map of Portland]], Understand my Destiny<br />
|Intelligence=3<br />
|Wits=2<br />
|Resolve=2<br />
|Strength=3<br />
|Dexterity=3<br />
|Stamina=4<br />
|Presence=2<br />
|Manipulation=1<br />
|Composure=3<br />
|MentalSkills=Academics 1, Crafts 1, Medicine 4 (Veterinary), Occult 3, Science 1<br />
|PhysicalSkills=Athletics 3, Brawl 2, Survival 2, Weaponry 4 (Knife; Spear; Staff)<br />
|SocialSkills=Animal Ken 3 (Wild), Empathy 1, Expression 1, Intimidation 1, Persuasion 1<br />
|MentalMerits=Area of Expertise (Knife; Spear; Staff), Favored Weapon (Dad's Ka-bar) (••), Language (Vietnamese) (•), Language (French) (•), Object Fetishism (•)<br />
|PhysicalMerits=–<br />
|SocialMerits=–<br />
|CombatMerits=Armed Defense (•••••), Defensive Combat (Weaponry •), Spear and Bayonet (•••), Staff Fighting (••••)<br />
|AwakenedMerits=Destiny (•••), Familiar (••), High Speech (•), Occultation (•), Shadow Name (••), The Dark Room (•)<br />
|Health=9<br />
|Willpower=5<br />
|Wisdom=7<br />
|Size=5<br />
|Speed=10<br />
|Defense=7<br />
|Armor=0<br />
|Initiative=6<br />
|Gnosis=1<br />
|Mana=10<br />
|Yantras=2<br />
|RitualInterval=3 Hours<br />
|ArcanaLimits=3/2<br />
|Paradox=1<br />
|CombinedSpells=1<br />
|ObsessionsNumber=1<br />
|Arcana=Life 2, Prime 1, Spirit 1<br />
|Rotes=0<br />
|Praxes=Speak with Beasts (Life 1), Sacred Geometry (Prime 1)<br />
|MagicalTools=x<br />
|Attainments=• '''Counterspell:''' Life & Spirit<br>• '''Improved Pattern Restoration:''' Heal bashing damage by spending 1 mana or lethal damage by spending 2. May scour Physical Attribute ratings without lowering derived Traits as a result.<br>• '''Life Armor:''' Add half [Life] to armor and Defense. Use higher of Wits and Dexterity as Defense.<br />
|NimbusTilt={{Tilt-Terror of the Huntress}}<br />
|MageSight={{MageSight-Thyrsus}}<br />
|Legacy=None<br />
|LegacyRulingArcanum=–<br />
|LegacyAttainments=–<br />
|LegacyYantras=–<br />
|LegacyOblations=–<br />
|Conditions=x<br />
<br />
}}<br />
__NOTOC__<br />
<br />
==Background==<br />
'''Age:''' 28<br><br />
Khamphong was born to a Vietnamese mother, and an American father in 1957. Her father was part of the Military Assistance Advisory Group, who were sent as the first wave of American involvement in the Vietnam Conflict in 1955. He was to train the Army of the Republic of Vietnam, as well as relieve the French of their military involvement in the area, as they had to be out of Vietnam in the following year, as per the Geneva Conference. <br />
===Downtime Life===<br />
* '''1976:''' Events of [[Maple Shade]], begins to investigate the disappearance of her father. Discovers he basically abandoned the family. Rose begins to work with Aegis kai Doru, and Shirley joins the hunt as well.<br />
* '''1977:''' Lori files for divorce after Rose finds out about her husband. She begins to go attend temple again with Mary. Rose and Shirley begin to travel further afield on the West Coast, hunting for the Aegis. They maintain a cover identity as a punk band.<br />
* '''1978:''' Holly marries a good Vietnamese boy from temple, and a huge wedding is thrown, to Grandmother's delight. Holly moves in with him and is rarely heard from.<br />
* '''1979:''' Lori meets Leonard "Lennie" Marfield at temple and the two begin dating, much to Rose's horror. Huntress - the band and team of hunters - is formed.<br />
* '''1980:''' Lori and Lennie marry. Grandmother dies. Shortly thereafter, Mt. St. Helens erupts. Tammy disappears shortly thereafter, though she calls from LA, where she is pursuing modeling and acting. Lisa moves in with Viv for a short period of time, who helps her enroll in an art university in San Francisco.<br />
* '''1981:''' x<br />
* '''1982:''' Tammy moves to Reno and establishes herself as an entertainer and entrepreneur.<br />
* '''1983:''' x<br />
* '''1984:''' x<br />
<br />
==Rumors==<br />
* <br />
<br />
==Personality==<br />
* '''Virtue:''' ''Good Samaritan''. Regain all spent Willpower when you stop everything you're doing to help someone else in their time of need, to the possible detriment of yourself.<br />
* '''Vice:''' ''Rebellious''. Regain one spent Willpower when you take an action in direct opposition of what you're told to do.<br />
<br />
* '''Aspirations:''' <br />
** <br />
** <br />
** <br />
** <br />
** <br />
<br />
* '''Integrity: 7'''<br />
* '''Breaking Points:'''<br />
** What is the worst thing your character has personally done? <br />
** What is the worst thing your character can imagine themselves doing?<br />
** What is the worst thing your character has experienced that someone else has done?<br />
** What has your character forgotten?<br />
** What is the most traumatic thing that's ever happened to your character?<br />
<br />
===Equipment===<br />
* '''Possessions''' <br />
**1969 Black Subaru Sambar Van<br />
* '''Armor'''<br />
**SCA Heavy Fighting Armor (Rat 3/2, Str 3, Defense -2, Spd -3) [Torso, Arms]<br />
**Helmet (Rat 2/1, -1 to sight- and hearing-based Perception rolls.) [Head]<br />
**Riot Gear (3/5, Str 2, Def -2, Spd -1) [Torso, Arms, Legs]<br />
* '''Weapons''' <br />
**SCA Heavy Fighting Spear (Dam +1, Init -1, Str 2, Size 4) [Knockdown, Reach, Two-Handed]<br><br />
**SCA Heavy Fighting Sword (Dam +2, Init -2, Str 2, Size 2) [Stun]<br />
**Spear (Dam +2, Init -2, Str 2, Size 4) [Reach, Two-Handed]<br> <br />
**Large Shield (Dam +2, Init -4, Str 3, Size 3) [Concealed]<br> <br />
**Dad's Ka-Bar (Dam +1, Init -1, Str 1, Size 2) [Enhance: Crafts or Survival]<br><br />
* '''Other Notes:'''<br />
===Relics===<br />
* '''''Snowdrop'' (••):''' An ancient weapon wielded by Vietnamese Buddhist sages who fought witches and shapeshifters. Like the snowdrop that hides beneath the snow, waiting to pop up to herald the spring, this blade hides itself from those seeking it. Snowdrop has been a familial relic in Rose's mother's family for generations.<br />
** '''The Hidden Blossom:''' Those who are not looking for a weapon explicitly simply miss seeing it entirely, their gaze passing over it. If someone is actively searching for the blade (visually or by a pat-down), it inflicts a -3 penalty to their attempts to do so.<br />
** '''The Blossom in Spring:''' Though it seems to be a slightly strange spade-headed dagger most of the time, like the snowdrop popping up through the snow, this blade's wooden hilt can be commanded to extend into a full spear! Spend 1 Willpower to turn it from a knife into a spear. Use the normal traits for each.<br />
<br />
===Conditions===<br />
*xxx<br />
<br />
==Merit Details==<br />
* Retainer (••••): Shirley Slaughter (Street Kid)<br />
* Area of Expertise (Spear)<br />
* Language (Vietnamese): Character can speak, read, and write in Vietnamese.<br />
* Language (French): Character can speak, read, and write in French<br />
* Weapon and Shield <br />
**Shield Bash (•): Your character slams her shield into an oncoming opponent, disrupting his attack. When Dodging add her shield’s Size to her pool. If she reduces an opponent’s attack successes to 0 then any additional successes inflict bashing damage.<br />
**Boar's Snout (••): Your character throws everything into a forward charge, trusting in her shield to protect her. Using a weapon and shield, your character can all-out attack and retain her shield’s Size bonus to Defense for the turn. If this maneuver is used the same turn by other allies with shields, then add an additional +1 to Defense for each.<br />
**Pin Weapon (•••): Your character uses her shield to trap an opponent’s weapon. If an opponent misses a melee attack against your character he is automatically disarmed.<br />
**Tortoise Shell (••••): Your character knows how to position herself so that she’s completely protected by her shield. When using a shield she is considered behind cover with Durability equal to the shield’s size plus one for each shield-wielding ally in her immediate vicinity.<br />
* Spear and Bayonet<br />
**Firm Footing (•): Your character braces herself with her weapon to skewer a charging opponent. Any opponent attempting an all-out or charge attack against your character takes her weapon’s damage automatically before he makes his attack roll. Armor subtracts from this, but then will not apply to any attacks your character makes in the same turn.<br />
**Keep at Bay (••): Your character can threaten an opponent with her weapon to prevent maneuvering. Choose an opponent with a shorter weapon; if that opponent takes any action other than backing away or Dodging he loses his Defense against your character’s next attack.<br />
**Strike and Develop (•••): Your character stabs an opponent with her weapon then turns the blade before removing it, leaving a more grisly wound. Attacks made with her weapon that inflict lethal damage causes the victim to bleed out, causing one point of lethal damage for a number of turns equal to her successes on the attack roll. Subsequent attacks can add to the total number of turns but never cause more than one point of lethal damage per turn in bleeding to the victim. She loses her Defense any turn she uses this maneuver. Drawback: Spend a point of Willpower to activate this maneuver.<br />
*Phalanx Fighter: Your character is trained to wield a spear alongside a shield. She does not increase her spear’s Strength requirement for using it one-handed as long as she’s also using a shield. She can use a spear for any Weapon and Shield maneuvers.<br />
<br />
==XXX (Familiar)==<br />
===Sabrefang (''Kuk Uhur'') (Rank 1 Nature Spirit)===<br />
[[Image:Sabrefang-familiar.jpg|right|thumb]]<br />
'''Choir of Animals, Cats Descant'''<br><br />
'''Attributes:''' Power 3 • Finesse 3 • Resistance 2<br><br />
'''Essence:''' 10 • '''Corpus:''' 6 • '''Willpower:''' 5 • '''Initiative:''' 5 • '''Defense:''' 3 • '''Speed:''' 16 • '''Size:''' 4<br><br />
'''Ban:''' Cannot enter the lair of another apex predator.<br><br />
'''Bane:''' Teeth and claws of natural predators<br><br />
* ''Contact:'' Must spend 1 WP and make a Power + Resistance roll, at a -[Rank] penalty.<br />
* ''Solidity:'' Solid while spirit is in Twilight<br />
* ''Touch:'' Inflicts 1A while Materialized, and causes Materialized Condition to end. If non-Materialized, inflicts 1L. Inflicts 1L if Fetter touches bane.<br />
* ''Weapon:'' If employed as a weapon, inflicts aggravated for Materialized, or lethal otherwise.<br />
'''Combat:''' ''Power + Finesse'' to attack • Inflict bashing damage<br />
* ''Twilight:'' May only attack and be attacked by other spirits.<br />
* ''Corpus Loss to Lethal or Aggravated:'' If Essence remains, dissolves and enters hibernation in a Conditioned location. If no Essence remains, it is destroyed.<br />
'''Influence:''' Hunting •<br />
* ''1 Essence'' • Roll ''Power + Finesse'' • Add to Defense, make an emotion stronger, or add Rank to Health or Structure for individuals connected to them. <br />
'''Manifestations'''<br />
* ''Discorporate:'' No cost. Spirit can discorporate as though it had lost all Corpus.<br />
* ''Familiar:'' No cost. Spirit is bonded to a mage, preventing Essence bleed. Spirit and mage have a Connected Sympathetic link, may use one another's senses with a reflexive action (casting magic through those senses requires a Reach for remote viewing but not Sympathetic Range Attainment), and can pass Mana and Essence between them (Essence > Mana loses 1 point in exchange). If discorporated, entity will reform in a location bearing the mage's Signature Nimbus. <br />
* ''Reaching:'' Spirit only • 1 Essence • Power + Finesse (- Gauntlet). Spirit applies the Reaching Condition to itself.<br />
'''Numina'''<br />
* ''Animal Control (R):'' 1 Essence; Power + Finesse – target’s Resolve. Spirit exerts control over an animal for the rest of the scene; may exert control over up to [Finesse] animals at once, activating this Numen for each animal.<br />
* ''Camouflage:'' 1 Essence. Spirit blends with background as long as it remains still; those trying to spot the spirit receive a penalty equal to Finesse.<br />
* ''Seek (R):'' 1–2 Essence; Finesse. Spirit detects an event or thing directly related to its influence. This is at a range of two miles, or twenty miles if it spends 2 Essence at activation.<br />
<br />
==Friends and Family==<br />
<br />
<br />
[[Image:MamaKing.jpg|left|thumb|'''Lori King''']]<br />
*Mom - Lan (Lori) King<br />
*Dad - Captain Walter King<br />
[[Image:WalterKing.jpg|right|thumb|'''Cpt. Walter King''']]<br />
*Grandma Minh Chau (Mary) Pham<br />
[[Image:GrandmaKing.jpg|left|thumb|'''Mary Pham''']]<br />
*Aunt Hoang (Holly) Pham<br><br />
[[Image:AuntHolly.jpg|right|thumb|'''Holly Pham''']]<br />
*Aunt Trang (Tammy) Pham<br><br />
[[Image:AuntTammy.jpg|left|thumb|'''Tammy Pham''']]<br />
*Aunt Linh (Lisa) Pham<br><br />
[[Image:AuntLisa.jpg|right|thumb|'''Lisa Pham''']]<br />
*Tenille is an orange Eurasier. Also a she.<br />
[[Image:Tenille.jpg|left|thumb|'''Tenille''']]<br />
<br />
==Experience==<br />
{{Template:MageExperiences<br />
|CurrentBeats=3<br />
|UnspentExperiences=0<br />
|SpentExperiences=3<br />
|Earned=x<br />
|Purchases=x<br />
|ArcaneBeats=1<br />
|ArcaneExperiences=1<br />
|ArcaneSpent=4<br />
}}<br />
<br />
==Lifestyle==<br />
[[Image:xxx.jpg|right|thumb|'''Apartment B14''']]<br />
A description of your characters day to day life. <br />
* '''Money:''' xxx<br />
* '''Clothing & Jewelry:''' xxx<br />
* '''Communication:''' xxx<br />
* '''Food:''' xxx<br />
* '''Housing:''' xxx<br />
* '''Days:''' xxx<br />
* '''Evenings:''' xxx<br />
<br />
==Experience==<br />
*0 skill points held in reserve<br />
*0 merit points held in reserve</div>Gyffeshttps://www.oakthorne.net/wiki/index.php?title=Dark_Room_Khamphong_King&diff=65387Dark Room Khamphong King2022-05-14T03:10:50Z<p>Gyffes: /* Experience */</p>
<hr />
<div>{{CoDMageCharacterSheet<br />
|Image=[[Image:Khamphong.jpg|center|350 px]]<br />
|CharacterName=Khamphong "Rose" King<br />
|Virtue=Good Samaritan<br />
|Vice=Rebellious<br />
|Aspirations=*Recover Snowdrop, Raid Aegis Kai Doru Compound, *Rescue Alie and Nancy, *Learn about Mage Society<br />
|Path=Thyrsus<br />
|Order=x<br />
|Cabal=x<br />
|Obsessions=[[Portland in Shadow|Spirit map of Portland]], Understand my Destiny<br />
|Intelligence=3<br />
|Wits=2<br />
|Resolve=2<br />
|Strength=3<br />
|Dexterity=3<br />
|Stamina=4<br />
|Presence=2<br />
|Manipulation=1<br />
|Composure=3<br />
|MentalSkills=Academics 1, Crafts 1, Medicine 4 (Veterinary), Occult 3, Science 1<br />
|PhysicalSkills=Athletics 3, Brawl 2, Survival 2, Weaponry 4 (Knife; Spear; Staff)<br />
|SocialSkills=Animal Ken 3 (Wild), Empathy 1, Expression 1, Intimidation 1, Persuasion 1<br />
|MentalMerits=Area of Expertise (Knife; Spear; Staff), Favored Weapon (Dad's Ka-bar) (••), Language (Vietnamese) (•), Language (French) (•), Object Fetishism (•)<br />
|PhysicalMerits=–<br />
|SocialMerits=–<br />
|CombatMerits=Armed Defense (•••••), Defensive Combat (Weaponry •), Spear and Bayonet (•••), Staff Fighting (••••)<br />
|AwakenedMerits=Destiny (•••), Familiar (••), High Speech (•), Occultation (•), Shadow Name (••), The Dark Room (•)<br />
|Health=9<br />
|Willpower=5<br />
|Wisdom=7<br />
|Size=5<br />
|Speed=10<br />
|Defense=7<br />
|Armor=0<br />
|Initiative=6<br />
|Gnosis=1<br />
|Mana=10<br />
|Yantras=2<br />
|RitualInterval=3 Hours<br />
|ArcanaLimits=3/2<br />
|Paradox=1<br />
|CombinedSpells=1<br />
|ObsessionsNumber=1<br />
|Arcana=Life 2, Prime 1, Spirit 1<br />
|Rotes=0<br />
|Praxes=Speak with Beasts (Life 1), Sacred Geometry (Prime 1)<br />
|MagicalTools=x<br />
|Attainments=• '''Counterspell:''' Life & Spirit<br>• '''Improved Pattern Restoration:''' Heal bashing damage by spending 1 mana or lethal damage by spending 2. May scour Physical Attribute ratings without lowering derived Traits as a result.<br>• '''Life Armor:''' Add half [Life] to armor and Defense. Use higher of Wits and Dexterity as Defense.<br />
|NimbusTilt={{Tilt-Terror of the Huntress}}<br />
|MageSight={{MageSight-Thyrsus}}<br />
|Legacy=None<br />
|LegacyRulingArcanum=–<br />
|LegacyAttainments=–<br />
|LegacyYantras=–<br />
|LegacyOblations=–<br />
|Conditions=x<br />
<br />
}}<br />
__NOTOC__<br />
<br />
==Background==<br />
'''Age:''' 28<br><br />
Khamphong was born to a Vietnamese mother, and an American father in 1957. Her father was part of the Military Assistance Advisory Group, who were sent as the first wave of American involvement in the Vietnam Conflict in 1955. He was to train the Army of the Republic of Vietnam, as well as relieve the French of their military involvement in the area, as they had to be out of Vietnam in the following year, as per the Geneva Conference. <br />
===Downtime Life===<br />
* '''1976:''' Events of [[Maple Shade]], begins to investigate the disappearance of her father. Discovers he basically abandoned the family. Rose begins to work with Aegis kai Doru, and Shirley joins the hunt as well.<br />
* '''1977:''' Lori files for divorce after Rose finds out about her husband. She begins to go attend temple again with Mary. Rose and Shirley begin to travel further afield on the West Coast, hunting for the Aegis. They maintain a cover identity as a punk band.<br />
* '''1978:''' Holly marries a good Vietnamese boy from temple, and a huge wedding is thrown, to Grandmother's delight. Holly moves in with him and is rarely heard from.<br />
* '''1979:''' Lori meets Leonard "Lennie" Marfield at temple and the two begin dating, much to Rose's horror. Huntress - the band and team of hunters - is formed.<br />
* '''1980:''' Lori and Lennie marry. Grandmother dies. Shortly thereafter, Mt. St. Helens erupts. Tammy disappears shortly thereafter, though she calls from LA, where she is pursuing modeling and acting. Lisa moves in with Viv for a short period of time, who helps her enroll in an art university in San Francisco.<br />
* '''1981:''' x<br />
* '''1982:''' Tammy moves to Reno and establishes herself as an entertainer and entrepreneur.<br />
* '''1983:''' x<br />
* '''1984:''' x<br />
<br />
==Rumors==<br />
* <br />
<br />
==Personality==<br />
* '''Virtue:''' ''Good Samaritan''. Regain all spent Willpower when you stop everything you're doing to help someone else in their time of need, to the possible detriment of yourself.<br />
* '''Vice:''' ''Rebellious''. Regain one spent Willpower when you take an action in direct opposition of what you're told to do.<br />
<br />
* '''Aspirations:''' <br />
** <br />
** <br />
** <br />
** <br />
** <br />
<br />
* '''Integrity: 7'''<br />
* '''Breaking Points:'''<br />
** What is the worst thing your character has personally done? <br />
** What is the worst thing your character can imagine themselves doing?<br />
** What is the worst thing your character has experienced that someone else has done?<br />
** What has your character forgotten?<br />
** What is the most traumatic thing that's ever happened to your character?<br />
<br />
===Equipment===<br />
* '''Possessions''' <br />
**1969 Black Subaru Sambar Van<br />
* '''Armor'''<br />
**SCA Heavy Fighting Armor (Rat 3/2, Str 3, Defense -2, Spd -3) [Torso, Arms]<br />
**Helmet (Rat 2/1, -1 to sight- and hearing-based Perception rolls.) [Head]<br />
**Riot Gear (3/5, Str 2, Def -2, Spd -1) [Torso, Arms, Legs]<br />
* '''Weapons''' <br />
**SCA Heavy Fighting Spear (Dam +1, Init -1, Str 2, Size 4) [Knockdown, Reach, Two-Handed]<br><br />
**SCA Heavy Fighting Sword (Dam +2, Init -2, Str 2, Size 2) [Stun]<br />
**Spear (Dam +2, Init -2, Str 2, Size 4) [Reach, Two-Handed]<br> <br />
**Large Shield (Dam +2, Init -4, Str 3, Size 3) [Concealed]<br> <br />
**Dad's Ka-Bar (Dam +1, Init -1, Str 1, Size 2) [Enhance: Crafts or Survival]<br><br />
* '''Other Notes:'''<br />
===Relics===<br />
* '''''Snowdrop'' (••):''' An ancient weapon wielded by Vietnamese Buddhist sages who fought witches and shapeshifters. Like the snowdrop that hides beneath the snow, waiting to pop up to herald the spring, this blade hides itself from those seeking it. Snowdrop has been a familial relic in Rose's mother's family for generations.<br />
** '''The Hidden Blossom:''' Those who are not looking for a weapon explicitly simply miss seeing it entirely, their gaze passing over it. If someone is actively searching for the blade (visually or by a pat-down), it inflicts a -3 penalty to their attempts to do so.<br />
** '''The Blossom in Spring:''' Though it seems to be a slightly strange spade-headed dagger most of the time, like the snowdrop popping up through the snow, this blade's wooden hilt can be commanded to extend into a full spear! Spend 1 Willpower to turn it from a knife into a spear. Use the normal traits for each.<br />
<br />
===Conditions===<br />
*xxx<br />
<br />
==Merit Details==<br />
* Retainer (••••): Shirley Slaughter (Street Kid)<br />
* Area of Expertise (Spear)<br />
* Language (Vietnamese): Character can speak, read, and write in Vietnamese.<br />
* Language (French): Character can speak, read, and write in French<br />
* Weapon and Shield <br />
**Shield Bash (•): Your character slams her shield into an oncoming opponent, disrupting his attack. When Dodging add her shield’s Size to her pool. If she reduces an opponent’s attack successes to 0 then any additional successes inflict bashing damage.<br />
**Boar's Snout (••): Your character throws everything into a forward charge, trusting in her shield to protect her. Using a weapon and shield, your character can all-out attack and retain her shield’s Size bonus to Defense for the turn. If this maneuver is used the same turn by other allies with shields, then add an additional +1 to Defense for each.<br />
**Pin Weapon (•••): Your character uses her shield to trap an opponent’s weapon. If an opponent misses a melee attack against your character he is automatically disarmed.<br />
**Tortoise Shell (••••): Your character knows how to position herself so that she’s completely protected by her shield. When using a shield she is considered behind cover with Durability equal to the shield’s size plus one for each shield-wielding ally in her immediate vicinity.<br />
* Spear and Bayonet<br />
**Firm Footing (•): Your character braces herself with her weapon to skewer a charging opponent. Any opponent attempting an all-out or charge attack against your character takes her weapon’s damage automatically before he makes his attack roll. Armor subtracts from this, but then will not apply to any attacks your character makes in the same turn.<br />
**Keep at Bay (••): Your character can threaten an opponent with her weapon to prevent maneuvering. Choose an opponent with a shorter weapon; if that opponent takes any action other than backing away or Dodging he loses his Defense against your character’s next attack.<br />
**Strike and Develop (•••): Your character stabs an opponent with her weapon then turns the blade before removing it, leaving a more grisly wound. Attacks made with her weapon that inflict lethal damage causes the victim to bleed out, causing one point of lethal damage for a number of turns equal to her successes on the attack roll. Subsequent attacks can add to the total number of turns but never cause more than one point of lethal damage per turn in bleeding to the victim. She loses her Defense any turn she uses this maneuver. Drawback: Spend a point of Willpower to activate this maneuver.<br />
*Phalanx Fighter: Your character is trained to wield a spear alongside a shield. She does not increase her spear’s Strength requirement for using it one-handed as long as she’s also using a shield. She can use a spear for any Weapon and Shield maneuvers.<br />
<br />
==XXX (Familiar)==<br />
===Sabrefang (''Kuk Uhur'') (Rank 1 Nature Spirit)===<br />
[[Image:Sabrefang-familiar.jpg|right|thumb]]<br />
'''Choir of Animals, Cats Descant'''<br><br />
'''Attributes:''' Power 3 • Finesse 3 • Resistance 2<br><br />
'''Essence:''' 10 • '''Corpus:''' 6 • '''Willpower:''' 5 • '''Initiative:''' 5 • '''Defense:''' 3 • '''Speed:''' 16 • '''Size:''' 4<br><br />
'''Ban:''' Cannot enter the lair of another apex predator.<br><br />
'''Bane:''' Teeth and claws of natural predators<br><br />
* ''Contact:'' Must spend 1 WP and make a Power + Resistance roll, at a -[Rank] penalty.<br />
* ''Solidity:'' Solid while spirit is in Twilight<br />
* ''Touch:'' Inflicts 1A while Materialized, and causes Materialized Condition to end. If non-Materialized, inflicts 1L. Inflicts 1L if Fetter touches bane.<br />
* ''Weapon:'' If employed as a weapon, inflicts aggravated for Materialized, or lethal otherwise.<br />
'''Combat:''' ''Power + Finesse'' to attack • Inflict bashing damage<br />
* ''Twilight:'' May only attack and be attacked by other spirits.<br />
* ''Corpus Loss to Lethal or Aggravated:'' If Essence remains, dissolves and enters hibernation in a Conditioned location. If no Essence remains, it is destroyed.<br />
'''Influence:''' Hunting •<br />
* ''1 Essence'' • Roll ''Power + Finesse'' • Add to Defense, make an emotion stronger, or add Rank to Health or Structure for individuals connected to them. <br />
'''Manifestations'''<br />
* ''Discorporate:'' No cost. Spirit can discorporate as though it had lost all Corpus.<br />
* ''Familiar:'' No cost. Spirit is bonded to a mage, preventing Essence bleed. Spirit and mage have a Connected Sympathetic link, may use one another's senses with a reflexive action (casting magic through those senses requires a Reach for remote viewing but not Sympathetic Range Attainment), and can pass Mana and Essence between them (Essence > Mana loses 1 point in exchange). If discorporated, entity will reform in a location bearing the mage's Signature Nimbus. <br />
* ''Reaching:'' Spirit only • 1 Essence • Power + Finesse (- Gauntlet). Spirit applies the Reaching Condition to itself.<br />
'''Numina'''<br />
* ''Animal Control (R):'' 1 Essence; Power + Finesse – target’s Resolve. Spirit exerts control over an animal for the rest of the scene; may exert control over up to [Finesse] animals at once, activating this Numen for each animal.<br />
* ''Camouflage:'' 1 Essence. Spirit blends with background as long as it remains still; those trying to spot the spirit receive a penalty equal to Finesse.<br />
* ''Seek (R):'' 1–2 Essence; Finesse. Spirit detects an event or thing directly related to its influence. This is at a range of two miles, or twenty miles if it spends 2 Essence at activation.<br />
<br />
==Friends and Family==<br />
<br />
<br />
[[Image:MamaKing.jpg|left|thumb|'''Lori King''']]<br />
*Mom - Lan (Lori) King<br />
*Dad - Captain Walter King<br />
[[Image:WalterKing.jpg|right|thumb|'''Cpt. Walter King''']]<br />
*Grandma Minh Chau (Mary) Pham<br />
[[Image:GrandmaKing.jpg|left|thumb|'''Mary Pham''']]<br />
*Aunt Hoang (Holly) Pham<br><br />
[[Image:AuntHolly.jpg|right|thumb|'''Holly Pham''']]<br />
*Aunt Trang (Tammy) Pham<br><br />
[[Image:AuntTammy.jpg|left|thumb|'''Tammy Pham''']]<br />
*Aunt Linh (Lisa) Pham<br><br />
[[Image:AuntLisa.jpg|right|thumb|'''Lisa Pham''']]<br />
*Tenille is an orange Eurasier. Also a she.<br />
[[Image:Tenille.jpg|left|thumb|'''Tenille''']]<br />
<br />
==Experience==<br />
{{Template:MageExperiences<br />
|CurrentBeats=3<br />
|UnspentExperiences=0<br />
|SpentExperiences=3<br />
|Earned=x<br />
|Purchases=x<br />
|ArcaneBeats=0<br />
|ArcaneExperiences=1<br />
|ArcaneSpent=4<br />
}}<br />
<br />
==Lifestyle==<br />
[[Image:xxx.jpg|right|thumb|'''Apartment B14''']]<br />
A description of your characters day to day life. <br />
* '''Money:''' xxx<br />
* '''Clothing & Jewelry:''' xxx<br />
* '''Communication:''' xxx<br />
* '''Food:''' xxx<br />
* '''Housing:''' xxx<br />
* '''Days:''' xxx<br />
* '''Evenings:''' xxx<br />
<br />
==Experience==<br />
*0 skill points held in reserve<br />
*0 merit points held in reserve</div>Gyffeshttps://www.oakthorne.net/wiki/index.php?title=Dark_Room_Khamphong_King&diff=65381Dark Room Khamphong King2022-05-14T02:47:14Z<p>Gyffes: /* Experience */</p>
<hr />
<div>{{CoDMageCharacterSheet<br />
|Image=[[Image:Khamphong.jpg|center|350 px]]<br />
|CharacterName=Khamphong "Rose" King<br />
|Virtue=Good Samaritan<br />
|Vice=Rebellious<br />
|Aspirations=*Recover Snowdrop, Raid Aegis Kai Doru Compound, *Rescue Alie and Nancy, *Learn about Mage Society<br />
|Path=Thyrsus<br />
|Order=x<br />
|Cabal=x<br />
|Obsessions=[[Portland in Shadow|Spirit map of Portland]], Understand my Destiny<br />
|Intelligence=3<br />
|Wits=2<br />
|Resolve=2<br />
|Strength=3<br />
|Dexterity=3<br />
|Stamina=4<br />
|Presence=2<br />
|Manipulation=1<br />
|Composure=3<br />
|MentalSkills=Academics 1, Crafts 1, Medicine 4 (Veterinary), Occult 3, Science 1<br />
|PhysicalSkills=Athletics 3, Brawl 2, Survival 2, Weaponry 4 (Knife; Spear; Staff)<br />
|SocialSkills=Animal Ken 3 (Wild), Empathy 1, Expression 1, Intimidation 1, Persuasion 1<br />
|MentalMerits=Area of Expertise (Knife; Spear; Staff), Favored Weapon (Dad's Ka-bar) (••), Language (Vietnamese) (•), Language (French) (•), Object Fetishism (•)<br />
|PhysicalMerits=–<br />
|SocialMerits=–<br />
|CombatMerits=Armed Defense (•••••), Defensive Combat (Weaponry •), Spear and Bayonet (•••), Staff Fighting (••••)<br />
|AwakenedMerits=Destiny (•••), Familiar (••), High Speech (•), Occultation (•), Shadow Name (••), The Dark Room (•)<br />
|Health=9<br />
|Willpower=5<br />
|Wisdom=7<br />
|Size=5<br />
|Speed=10<br />
|Defense=7<br />
|Armor=0<br />
|Initiative=6<br />
|Gnosis=1<br />
|Mana=10<br />
|Yantras=2<br />
|RitualInterval=3 Hours<br />
|ArcanaLimits=3/2<br />
|Paradox=1<br />
|CombinedSpells=1<br />
|ObsessionsNumber=1<br />
|Arcana=Life 2, Prime 1, Spirit 1<br />
|Rotes=0<br />
|Praxes=Speak with Beasts (Life 1), Sacred Geometry (Prime 1)<br />
|MagicalTools=x<br />
|Attainments=• '''Counterspell:''' Life & Spirit<br>• '''Improved Pattern Restoration:''' Heal bashing damage by spending 1 mana or lethal damage by spending 2. May scour Physical Attribute ratings without lowering derived Traits as a result.<br>• '''Life Armor:''' Add half [Life] to armor and Defense. Use higher of Wits and Dexterity as Defense.<br />
|NimbusTilt={{Tilt-Terror of the Huntress}}<br />
|MageSight={{MageSight-Thyrsus}}<br />
|Legacy=None<br />
|LegacyRulingArcanum=–<br />
|LegacyAttainments=–<br />
|LegacyYantras=–<br />
|LegacyOblations=–<br />
|Conditions=x<br />
<br />
}}<br />
__NOTOC__<br />
<br />
==Background==<br />
'''Age:''' 28<br><br />
Khamphong was born to a Vietnamese mother, and an American father in 1957. Her father was part of the Military Assistance Advisory Group, who were sent as the first wave of American involvement in the Vietnam Conflict in 1955. He was to train the Army of the Republic of Vietnam, as well as relieve the French of their military involvement in the area, as they had to be out of Vietnam in the following year, as per the Geneva Conference. <br />
===Downtime Life===<br />
* '''1976:''' Events of [[Maple Shade]], begins to investigate the disappearance of her father. Discovers he basically abandoned the family. Rose begins to work with Aegis kai Doru, and Shirley joins the hunt as well.<br />
* '''1977:''' Lori files for divorce after Rose finds out about her husband. She begins to go attend temple again with Mary. Rose and Shirley begin to travel further afield on the West Coast, hunting for the Aegis. They maintain a cover identity as a punk band.<br />
* '''1978:''' Holly marries a good Vietnamese boy from temple, and a huge wedding is thrown, to Grandmother's delight. Holly moves in with him and is rarely heard from.<br />
* '''1979:''' Lori meets Leonard "Lennie" Marfield at temple and the two begin dating, much to Rose's horror. Huntress - the band and team of hunters - is formed.<br />
* '''1980:''' Lori and Lennie marry. Grandmother dies. Shortly thereafter, Mt. St. Helens erupts. Tammy disappears shortly thereafter, though she calls from LA, where she is pursuing modeling and acting. Lisa moves in with Viv for a short period of time, who helps her enroll in an art university in San Francisco.<br />
* '''1981:''' x<br />
* '''1982:''' Tammy moves to Reno and establishes herself as an entertainer and entrepreneur.<br />
* '''1983:''' x<br />
* '''1984:''' x<br />
<br />
==Rumors==<br />
* <br />
<br />
==Personality==<br />
* '''Virtue:''' ''Good Samaritan''. Regain all spent Willpower when you stop everything you're doing to help someone else in their time of need, to the possible detriment of yourself.<br />
* '''Vice:''' ''Rebellious''. Regain one spent Willpower when you take an action in direct opposition of what you're told to do.<br />
<br />
* '''Aspirations:''' <br />
** <br />
** <br />
** <br />
** <br />
** <br />
<br />
* '''Integrity: 7'''<br />
* '''Breaking Points:'''<br />
** What is the worst thing your character has personally done? <br />
** What is the worst thing your character can imagine themselves doing?<br />
** What is the worst thing your character has experienced that someone else has done?<br />
** What has your character forgotten?<br />
** What is the most traumatic thing that's ever happened to your character?<br />
<br />
===Equipment===<br />
* '''Possessions''' <br />
**1969 Black Subaru Sambar Van<br />
* '''Armor'''<br />
**SCA Heavy Fighting Armor (Rat 3/2, Str 3, Defense -2, Spd -3) [Torso, Arms]<br />
**Helmet (Rat 2/1, -1 to sight- and hearing-based Perception rolls.) [Head]<br />
**Riot Gear (3/5, Str 2, Def -2, Spd -1) [Torso, Arms, Legs]<br />
* '''Weapons''' <br />
**SCA Heavy Fighting Spear (Dam +1, Init -1, Str 2, Size 4) [Knockdown, Reach, Two-Handed]<br><br />
**SCA Heavy Fighting Sword (Dam +2, Init -2, Str 2, Size 2) [Stun]<br />
**Spear (Dam +2, Init -2, Str 2, Size 4) [Reach, Two-Handed]<br> <br />
**Large Shield (Dam +2, Init -4, Str 3, Size 3) [Concealed]<br> <br />
**Dad's Ka-Bar (Dam +1, Init -1, Str 1, Size 2) [Enhance: Crafts or Survival]<br><br />
* '''Other Notes:'''<br />
===Relics===<br />
* '''''Snowdrop'' (••):''' An ancient weapon wielded by Vietnamese Buddhist sages who fought witches and shapeshifters. Like the snowdrop that hides beneath the snow, waiting to pop up to herald the spring, this blade hides itself from those seeking it. Snowdrop has been a familial relic in Rose's mother's family for generations.<br />
** '''The Hidden Blossom:''' Those who are not looking for a weapon explicitly simply miss seeing it entirely, their gaze passing over it. If someone is actively searching for the blade (visually or by a pat-down), it inflicts a -3 penalty to their attempts to do so.<br />
** '''The Blossom in Spring:''' Though it seems to be a slightly strange spade-headed dagger most of the time, like the snowdrop popping up through the snow, this blade's wooden hilt can be commanded to extend into a full spear! Spend 1 Willpower to turn it from a knife into a spear. Use the normal traits for each.<br />
<br />
===Conditions===<br />
*xxx<br />
<br />
==Merit Details==<br />
* Retainer (••••): Shirley Slaughter (Street Kid)<br />
* Area of Expertise (Spear)<br />
* Language (Vietnamese): Character can speak, read, and write in Vietnamese.<br />
* Language (French): Character can speak, read, and write in French<br />
* Weapon and Shield <br />
**Shield Bash (•): Your character slams her shield into an oncoming opponent, disrupting his attack. When Dodging add her shield’s Size to her pool. If she reduces an opponent’s attack successes to 0 then any additional successes inflict bashing damage.<br />
**Boar's Snout (••): Your character throws everything into a forward charge, trusting in her shield to protect her. Using a weapon and shield, your character can all-out attack and retain her shield’s Size bonus to Defense for the turn. If this maneuver is used the same turn by other allies with shields, then add an additional +1 to Defense for each.<br />
**Pin Weapon (•••): Your character uses her shield to trap an opponent’s weapon. If an opponent misses a melee attack against your character he is automatically disarmed.<br />
**Tortoise Shell (••••): Your character knows how to position herself so that she’s completely protected by her shield. When using a shield she is considered behind cover with Durability equal to the shield’s size plus one for each shield-wielding ally in her immediate vicinity.<br />
* Spear and Bayonet<br />
**Firm Footing (•): Your character braces herself with her weapon to skewer a charging opponent. Any opponent attempting an all-out or charge attack against your character takes her weapon’s damage automatically before he makes his attack roll. Armor subtracts from this, but then will not apply to any attacks your character makes in the same turn.<br />
**Keep at Bay (••): Your character can threaten an opponent with her weapon to prevent maneuvering. Choose an opponent with a shorter weapon; if that opponent takes any action other than backing away or Dodging he loses his Defense against your character’s next attack.<br />
**Strike and Develop (•••): Your character stabs an opponent with her weapon then turns the blade before removing it, leaving a more grisly wound. Attacks made with her weapon that inflict lethal damage causes the victim to bleed out, causing one point of lethal damage for a number of turns equal to her successes on the attack roll. Subsequent attacks can add to the total number of turns but never cause more than one point of lethal damage per turn in bleeding to the victim. She loses her Defense any turn she uses this maneuver. Drawback: Spend a point of Willpower to activate this maneuver.<br />
*Phalanx Fighter: Your character is trained to wield a spear alongside a shield. She does not increase her spear’s Strength requirement for using it one-handed as long as she’s also using a shield. She can use a spear for any Weapon and Shield maneuvers.<br />
<br />
==XXX (Familiar)==<br />
===Sabrefang (''Kuk Uhur'') (Rank 1 Nature Spirit)===<br />
[[Image:Sabrefang-familiar.jpg|right|thumb]]<br />
'''Choir of Animals, Cats Descant'''<br><br />
'''Attributes:''' Power 3 • Finesse 3 • Resistance 2<br><br />
'''Essence:''' 10 • '''Corpus:''' 6 • '''Willpower:''' 5 • '''Initiative:''' 5 • '''Defense:''' 3 • '''Speed:''' 16 • '''Size:''' 4<br><br />
'''Ban:''' Cannot enter the lair of another apex predator.<br><br />
'''Bane:''' Teeth and claws of natural predators<br><br />
* ''Contact:'' Must spend 1 WP and make a Power + Resistance roll, at a -[Rank] penalty.<br />
* ''Solidity:'' Solid while spirit is in Twilight<br />
* ''Touch:'' Inflicts 1A while Materialized, and causes Materialized Condition to end. If non-Materialized, inflicts 1L. Inflicts 1L if Fetter touches bane.<br />
* ''Weapon:'' If employed as a weapon, inflicts aggravated for Materialized, or lethal otherwise.<br />
'''Combat:''' ''Power + Finesse'' to attack • Inflict bashing damage<br />
* ''Twilight:'' May only attack and be attacked by other spirits.<br />
* ''Corpus Loss to Lethal or Aggravated:'' If Essence remains, dissolves and enters hibernation in a Conditioned location. If no Essence remains, it is destroyed.<br />
'''Influence:''' Hunting •<br />
* ''1 Essence'' • Roll ''Power + Finesse'' • Add to Defense, make an emotion stronger, or add Rank to Health or Structure for individuals connected to them. <br />
'''Manifestations'''<br />
* ''Discorporate:'' No cost. Spirit can discorporate as though it had lost all Corpus.<br />
* ''Familiar:'' No cost. Spirit is bonded to a mage, preventing Essence bleed. Spirit and mage have a Connected Sympathetic link, may use one another's senses with a reflexive action (casting magic through those senses requires a Reach for remote viewing but not Sympathetic Range Attainment), and can pass Mana and Essence between them (Essence > Mana loses 1 point in exchange). If discorporated, entity will reform in a location bearing the mage's Signature Nimbus. <br />
* ''Reaching:'' Spirit only • 1 Essence • Power + Finesse (- Gauntlet). Spirit applies the Reaching Condition to itself.<br />
'''Numina'''<br />
* ''Animal Control (R):'' 1 Essence; Power + Finesse – target’s Resolve. Spirit exerts control over an animal for the rest of the scene; may exert control over up to [Finesse] animals at once, activating this Numen for each animal.<br />
* ''Camouflage:'' 1 Essence. Spirit blends with background as long as it remains still; those trying to spot the spirit receive a penalty equal to Finesse.<br />
* ''Seek (R):'' 1–2 Essence; Finesse. Spirit detects an event or thing directly related to its influence. This is at a range of two miles, or twenty miles if it spends 2 Essence at activation.<br />
<br />
==Friends and Family==<br />
<br />
<br />
[[Image:MamaKing.jpg|left|thumb|'''Lori King''']]<br />
*Mom - Lan (Lori) King<br />
*Dad - Captain Walter King<br />
[[Image:WalterKing.jpg|right|thumb|'''Cpt. Walter King''']]<br />
*Grandma Minh Chau (Mary) Pham<br />
[[Image:GrandmaKing.jpg|left|thumb|'''Mary Pham''']]<br />
*Aunt Hoang (Holly) Pham<br><br />
[[Image:AuntHolly.jpg|right|thumb|'''Holly Pham''']]<br />
*Aunt Trang (Tammy) Pham<br><br />
[[Image:AuntTammy.jpg|left|thumb|'''Tammy Pham''']]<br />
*Aunt Linh (Lisa) Pham<br><br />
[[Image:AuntLisa.jpg|right|thumb|'''Lisa Pham''']]<br />
*Tenille is an orange Eurasier. Also a she.<br />
[[Image:Tenille.jpg|left|thumb|'''Tenille''']]<br />
<br />
==Experience==<br />
{{Template:MageExperiences<br />
|CurrentBeats=3<br />
|UnspentExperiences=0<br />
|SpentExperiences=3<br />
|Earned=x<br />
|Purchases=x<br />
|ArcaneBeats=4<br />
|ArcaneExperiences=0<br />
|ArcaneSpent=4<br />
}}<br />
<br />
==Lifestyle==<br />
[[Image:xxx.jpg|right|thumb|'''Apartment B14''']]<br />
A description of your characters day to day life. <br />
* '''Money:''' xxx<br />
* '''Clothing & Jewelry:''' xxx<br />
* '''Communication:''' xxx<br />
* '''Food:''' xxx<br />
* '''Housing:''' xxx<br />
* '''Days:''' xxx<br />
* '''Evenings:''' xxx<br />
<br />
==Experience==<br />
*0 skill points held in reserve<br />
*0 merit points held in reserve</div>Gyffeshttps://www.oakthorne.net/wiki/index.php?title=Dark_Room_Khamphong_King&diff=65379Dark Room Khamphong King2022-05-14T02:46:33Z<p>Gyffes: /* Experience */</p>
<hr />
<div>{{CoDMageCharacterSheet<br />
|Image=[[Image:Khamphong.jpg|center|350 px]]<br />
|CharacterName=Khamphong "Rose" King<br />
|Virtue=Good Samaritan<br />
|Vice=Rebellious<br />
|Aspirations=*Recover Snowdrop, Raid Aegis Kai Doru Compound, *Rescue Alie and Nancy, *Learn about Mage Society<br />
|Path=Thyrsus<br />
|Order=x<br />
|Cabal=x<br />
|Obsessions=[[Portland in Shadow|Spirit map of Portland]], Understand my Destiny<br />
|Intelligence=3<br />
|Wits=2<br />
|Resolve=2<br />
|Strength=3<br />
|Dexterity=3<br />
|Stamina=4<br />
|Presence=2<br />
|Manipulation=1<br />
|Composure=3<br />
|MentalSkills=Academics 1, Crafts 1, Medicine 4 (Veterinary), Occult 3, Science 1<br />
|PhysicalSkills=Athletics 3, Brawl 2, Survival 2, Weaponry 4 (Knife; Spear; Staff)<br />
|SocialSkills=Animal Ken 3 (Wild), Empathy 1, Expression 1, Intimidation 1, Persuasion 1<br />
|MentalMerits=Area of Expertise (Knife; Spear; Staff), Favored Weapon (Dad's Ka-bar) (••), Language (Vietnamese) (•), Language (French) (•), Object Fetishism (•)<br />
|PhysicalMerits=–<br />
|SocialMerits=–<br />
|CombatMerits=Armed Defense (•••••), Defensive Combat (Weaponry •), Spear and Bayonet (•••), Staff Fighting (••••)<br />
|AwakenedMerits=Destiny (•••), Familiar (••), High Speech (•), Occultation (•), Shadow Name (••), The Dark Room (•)<br />
|Health=9<br />
|Willpower=5<br />
|Wisdom=7<br />
|Size=5<br />
|Speed=10<br />
|Defense=7<br />
|Armor=0<br />
|Initiative=6<br />
|Gnosis=1<br />
|Mana=10<br />
|Yantras=2<br />
|RitualInterval=3 Hours<br />
|ArcanaLimits=3/2<br />
|Paradox=1<br />
|CombinedSpells=1<br />
|ObsessionsNumber=1<br />
|Arcana=Life 2, Prime 1, Spirit 1<br />
|Rotes=0<br />
|Praxes=Speak with Beasts (Life 1), Sacred Geometry (Prime 1)<br />
|MagicalTools=x<br />
|Attainments=• '''Counterspell:''' Life & Spirit<br>• '''Improved Pattern Restoration:''' Heal bashing damage by spending 1 mana or lethal damage by spending 2. May scour Physical Attribute ratings without lowering derived Traits as a result.<br>• '''Life Armor:''' Add half [Life] to armor and Defense. Use higher of Wits and Dexterity as Defense.<br />
|NimbusTilt={{Tilt-Terror of the Huntress}}<br />
|MageSight={{MageSight-Thyrsus}}<br />
|Legacy=None<br />
|LegacyRulingArcanum=–<br />
|LegacyAttainments=–<br />
|LegacyYantras=–<br />
|LegacyOblations=–<br />
|Conditions=x<br />
<br />
}}<br />
__NOTOC__<br />
<br />
==Background==<br />
'''Age:''' 28<br><br />
Khamphong was born to a Vietnamese mother, and an American father in 1957. Her father was part of the Military Assistance Advisory Group, who were sent as the first wave of American involvement in the Vietnam Conflict in 1955. He was to train the Army of the Republic of Vietnam, as well as relieve the French of their military involvement in the area, as they had to be out of Vietnam in the following year, as per the Geneva Conference. <br />
===Downtime Life===<br />
* '''1976:''' Events of [[Maple Shade]], begins to investigate the disappearance of her father. Discovers he basically abandoned the family. Rose begins to work with Aegis kai Doru, and Shirley joins the hunt as well.<br />
* '''1977:''' Lori files for divorce after Rose finds out about her husband. She begins to go attend temple again with Mary. Rose and Shirley begin to travel further afield on the West Coast, hunting for the Aegis. They maintain a cover identity as a punk band.<br />
* '''1978:''' Holly marries a good Vietnamese boy from temple, and a huge wedding is thrown, to Grandmother's delight. Holly moves in with him and is rarely heard from.<br />
* '''1979:''' Lori meets Leonard "Lennie" Marfield at temple and the two begin dating, much to Rose's horror. Huntress - the band and team of hunters - is formed.<br />
* '''1980:''' Lori and Lennie marry. Grandmother dies. Shortly thereafter, Mt. St. Helens erupts. Tammy disappears shortly thereafter, though she calls from LA, where she is pursuing modeling and acting. Lisa moves in with Viv for a short period of time, who helps her enroll in an art university in San Francisco.<br />
* '''1981:''' x<br />
* '''1982:''' Tammy moves to Reno and establishes herself as an entertainer and entrepreneur.<br />
* '''1983:''' x<br />
* '''1984:''' x<br />
<br />
==Rumors==<br />
* <br />
<br />
==Personality==<br />
* '''Virtue:''' ''Good Samaritan''. Regain all spent Willpower when you stop everything you're doing to help someone else in their time of need, to the possible detriment of yourself.<br />
* '''Vice:''' ''Rebellious''. Regain one spent Willpower when you take an action in direct opposition of what you're told to do.<br />
<br />
* '''Aspirations:''' <br />
** <br />
** <br />
** <br />
** <br />
** <br />
<br />
* '''Integrity: 7'''<br />
* '''Breaking Points:'''<br />
** What is the worst thing your character has personally done? <br />
** What is the worst thing your character can imagine themselves doing?<br />
** What is the worst thing your character has experienced that someone else has done?<br />
** What has your character forgotten?<br />
** What is the most traumatic thing that's ever happened to your character?<br />
<br />
===Equipment===<br />
* '''Possessions''' <br />
**1969 Black Subaru Sambar Van<br />
* '''Armor'''<br />
**SCA Heavy Fighting Armor (Rat 3/2, Str 3, Defense -2, Spd -3) [Torso, Arms]<br />
**Helmet (Rat 2/1, -1 to sight- and hearing-based Perception rolls.) [Head]<br />
**Riot Gear (3/5, Str 2, Def -2, Spd -1) [Torso, Arms, Legs]<br />
* '''Weapons''' <br />
**SCA Heavy Fighting Spear (Dam +1, Init -1, Str 2, Size 4) [Knockdown, Reach, Two-Handed]<br><br />
**SCA Heavy Fighting Sword (Dam +2, Init -2, Str 2, Size 2) [Stun]<br />
**Spear (Dam +2, Init -2, Str 2, Size 4) [Reach, Two-Handed]<br> <br />
**Large Shield (Dam +2, Init -4, Str 3, Size 3) [Concealed]<br> <br />
**Dad's Ka-Bar (Dam +1, Init -1, Str 1, Size 2) [Enhance: Crafts or Survival]<br><br />
* '''Other Notes:'''<br />
===Relics===<br />
* '''''Snowdrop'' (••):''' An ancient weapon wielded by Vietnamese Buddhist sages who fought witches and shapeshifters. Like the snowdrop that hides beneath the snow, waiting to pop up to herald the spring, this blade hides itself from those seeking it. Snowdrop has been a familial relic in Rose's mother's family for generations.<br />
** '''The Hidden Blossom:''' Those who are not looking for a weapon explicitly simply miss seeing it entirely, their gaze passing over it. If someone is actively searching for the blade (visually or by a pat-down), it inflicts a -3 penalty to their attempts to do so.<br />
** '''The Blossom in Spring:''' Though it seems to be a slightly strange spade-headed dagger most of the time, like the snowdrop popping up through the snow, this blade's wooden hilt can be commanded to extend into a full spear! Spend 1 Willpower to turn it from a knife into a spear. Use the normal traits for each.<br />
<br />
===Conditions===<br />
*xxx<br />
<br />
==Merit Details==<br />
* Retainer (••••): Shirley Slaughter (Street Kid)<br />
* Area of Expertise (Spear)<br />
* Language (Vietnamese): Character can speak, read, and write in Vietnamese.<br />
* Language (French): Character can speak, read, and write in French<br />
* Weapon and Shield <br />
**Shield Bash (•): Your character slams her shield into an oncoming opponent, disrupting his attack. When Dodging add her shield’s Size to her pool. If she reduces an opponent’s attack successes to 0 then any additional successes inflict bashing damage.<br />
**Boar's Snout (••): Your character throws everything into a forward charge, trusting in her shield to protect her. Using a weapon and shield, your character can all-out attack and retain her shield’s Size bonus to Defense for the turn. If this maneuver is used the same turn by other allies with shields, then add an additional +1 to Defense for each.<br />
**Pin Weapon (•••): Your character uses her shield to trap an opponent’s weapon. If an opponent misses a melee attack against your character he is automatically disarmed.<br />
**Tortoise Shell (••••): Your character knows how to position herself so that she’s completely protected by her shield. When using a shield she is considered behind cover with Durability equal to the shield’s size plus one for each shield-wielding ally in her immediate vicinity.<br />
* Spear and Bayonet<br />
**Firm Footing (•): Your character braces herself with her weapon to skewer a charging opponent. Any opponent attempting an all-out or charge attack against your character takes her weapon’s damage automatically before he makes his attack roll. Armor subtracts from this, but then will not apply to any attacks your character makes in the same turn.<br />
**Keep at Bay (••): Your character can threaten an opponent with her weapon to prevent maneuvering. Choose an opponent with a shorter weapon; if that opponent takes any action other than backing away or Dodging he loses his Defense against your character’s next attack.<br />
**Strike and Develop (•••): Your character stabs an opponent with her weapon then turns the blade before removing it, leaving a more grisly wound. Attacks made with her weapon that inflict lethal damage causes the victim to bleed out, causing one point of lethal damage for a number of turns equal to her successes on the attack roll. Subsequent attacks can add to the total number of turns but never cause more than one point of lethal damage per turn in bleeding to the victim. She loses her Defense any turn she uses this maneuver. Drawback: Spend a point of Willpower to activate this maneuver.<br />
*Phalanx Fighter: Your character is trained to wield a spear alongside a shield. She does not increase her spear’s Strength requirement for using it one-handed as long as she’s also using a shield. She can use a spear for any Weapon and Shield maneuvers.<br />
<br />
==XXX (Familiar)==<br />
===Sabrefang (''Kuk Uhur'') (Rank 1 Nature Spirit)===<br />
[[Image:Sabrefang-familiar.jpg|right|thumb]]<br />
'''Choir of Animals, Cats Descant'''<br><br />
'''Attributes:''' Power 3 • Finesse 3 • Resistance 2<br><br />
'''Essence:''' 10 • '''Corpus:''' 6 • '''Willpower:''' 5 • '''Initiative:''' 5 • '''Defense:''' 3 • '''Speed:''' 16 • '''Size:''' 4<br><br />
'''Ban:''' Cannot enter the lair of another apex predator.<br><br />
'''Bane:''' Teeth and claws of natural predators<br><br />
* ''Contact:'' Must spend 1 WP and make a Power + Resistance roll, at a -[Rank] penalty.<br />
* ''Solidity:'' Solid while spirit is in Twilight<br />
* ''Touch:'' Inflicts 1A while Materialized, and causes Materialized Condition to end. If non-Materialized, inflicts 1L. Inflicts 1L if Fetter touches bane.<br />
* ''Weapon:'' If employed as a weapon, inflicts aggravated for Materialized, or lethal otherwise.<br />
'''Combat:''' ''Power + Finesse'' to attack • Inflict bashing damage<br />
* ''Twilight:'' May only attack and be attacked by other spirits.<br />
* ''Corpus Loss to Lethal or Aggravated:'' If Essence remains, dissolves and enters hibernation in a Conditioned location. If no Essence remains, it is destroyed.<br />
'''Influence:''' Hunting •<br />
* ''1 Essence'' • Roll ''Power + Finesse'' • Add to Defense, make an emotion stronger, or add Rank to Health or Structure for individuals connected to them. <br />
'''Manifestations'''<br />
* ''Discorporate:'' No cost. Spirit can discorporate as though it had lost all Corpus.<br />
* ''Familiar:'' No cost. Spirit is bonded to a mage, preventing Essence bleed. Spirit and mage have a Connected Sympathetic link, may use one another's senses with a reflexive action (casting magic through those senses requires a Reach for remote viewing but not Sympathetic Range Attainment), and can pass Mana and Essence between them (Essence > Mana loses 1 point in exchange). If discorporated, entity will reform in a location bearing the mage's Signature Nimbus. <br />
* ''Reaching:'' Spirit only • 1 Essence • Power + Finesse (- Gauntlet). Spirit applies the Reaching Condition to itself.<br />
'''Numina'''<br />
* ''Animal Control (R):'' 1 Essence; Power + Finesse – target’s Resolve. Spirit exerts control over an animal for the rest of the scene; may exert control over up to [Finesse] animals at once, activating this Numen for each animal.<br />
* ''Camouflage:'' 1 Essence. Spirit blends with background as long as it remains still; those trying to spot the spirit receive a penalty equal to Finesse.<br />
* ''Seek (R):'' 1–2 Essence; Finesse. Spirit detects an event or thing directly related to its influence. This is at a range of two miles, or twenty miles if it spends 2 Essence at activation.<br />
<br />
==Friends and Family==<br />
<br />
<br />
[[Image:MamaKing.jpg|left|thumb|'''Lori King''']]<br />
*Mom - Lan (Lori) King<br />
*Dad - Captain Walter King<br />
[[Image:WalterKing.jpg|right|thumb|'''Cpt. Walter King''']]<br />
*Grandma Minh Chau (Mary) Pham<br />
[[Image:GrandmaKing.jpg|left|thumb|'''Mary Pham''']]<br />
*Aunt Hoang (Holly) Pham<br><br />
[[Image:AuntHolly.jpg|right|thumb|'''Holly Pham''']]<br />
*Aunt Trang (Tammy) Pham<br><br />
[[Image:AuntTammy.jpg|left|thumb|'''Tammy Pham''']]<br />
*Aunt Linh (Lisa) Pham<br><br />
[[Image:AuntLisa.jpg|right|thumb|'''Lisa Pham''']]<br />
*Tenille is an orange Eurasier. Also a she.<br />
[[Image:Tenille.jpg|left|thumb|'''Tenille''']]<br />
<br />
==Experience==<br />
{{Template:MageExperiences<br />
|CurrentBeats=3<br />
|UnspentExperiences=0<br />
|SpentExperiences=3<br />
|Earned=x<br />
|Purchases=x<br />
|ArcaneBeats=3<br />
|ArcaneExperiences=0<br />
|ArcaneSpent=4<br />
}}<br />
<br />
==Lifestyle==<br />
[[Image:xxx.jpg|right|thumb|'''Apartment B14''']]<br />
A description of your characters day to day life. <br />
* '''Money:''' xxx<br />
* '''Clothing & Jewelry:''' xxx<br />
* '''Communication:''' xxx<br />
* '''Food:''' xxx<br />
* '''Housing:''' xxx<br />
* '''Days:''' xxx<br />
* '''Evenings:''' xxx<br />
<br />
==Experience==<br />
*0 skill points held in reserve<br />
*0 merit points held in reserve</div>Gyffeshttps://www.oakthorne.net/wiki/index.php?title=Dark_Room_Khamphong_King&diff=65369Dark Room Khamphong King2022-05-14T01:46:07Z<p>Gyffes: </p>
<hr />
<div>{{CoDMageCharacterSheet<br />
|Image=[[Image:Khamphong.jpg|center|350 px]]<br />
|CharacterName=Khamphong "Rose" King<br />
|Virtue=Good Samaritan<br />
|Vice=Rebellious<br />
|Aspirations=*Recover Snowdrop, Raid Aegis Kai Doru Compound, *Rescue Alie and Nancy, *Learn about Mage Society<br />
|Path=Thyrsus<br />
|Order=x<br />
|Cabal=x<br />
|Obsessions=[[Portland in Shadow|Spirit map of Portland]], Understand my Destiny<br />
|Intelligence=3<br />
|Wits=2<br />
|Resolve=2<br />
|Strength=3<br />
|Dexterity=3<br />
|Stamina=4<br />
|Presence=2<br />
|Manipulation=1<br />
|Composure=3<br />
|MentalSkills=Academics 1, Crafts 1, Medicine 4 (Veterinary), Occult 3, Science 1<br />
|PhysicalSkills=Athletics 3, Brawl 2, Survival 2, Weaponry 4 (Knife; Spear; Staff)<br />
|SocialSkills=Animal Ken 3 (Wild), Empathy 1, Expression 1, Intimidation 1, Persuasion 1<br />
|MentalMerits=Area of Expertise (Knife; Spear; Staff), Favored Weapon (Dad's Ka-bar) (••), Language (Vietnamese) (•), Language (French) (•), Object Fetishism (•)<br />
|PhysicalMerits=–<br />
|SocialMerits=–<br />
|CombatMerits=Armed Defense (•••••), Defensive Combat (Weaponry •), Spear and Bayonet (•••), Staff Fighting (••••)<br />
|AwakenedMerits=Destiny (•••), Familiar (••), High Speech (•), Occultation (•), Shadow Name (••), The Dark Room (•)<br />
|Health=9<br />
|Willpower=5<br />
|Wisdom=7<br />
|Size=5<br />
|Speed=10<br />
|Defense=7<br />
|Armor=0<br />
|Initiative=6<br />
|Gnosis=1<br />
|Mana=10<br />
|Yantras=2<br />
|RitualInterval=3 Hours<br />
|ArcanaLimits=3/2<br />
|Paradox=1<br />
|CombinedSpells=1<br />
|ObsessionsNumber=1<br />
|Arcana=Life 2, Prime 1, Spirit 1<br />
|Rotes=0<br />
|Praxes=Speak with Beasts (Life 1), Sacred Geometry (Prime 1)<br />
|MagicalTools=x<br />
|Attainments=• '''Counterspell:''' Life & Spirit<br>• '''Improved Pattern Restoration:''' Heal bashing damage by spending 1 mana or lethal damage by spending 2. May scour Physical Attribute ratings without lowering derived Traits as a result.<br>• '''Life Armor:''' Add half [Life] to armor and Defense. Use higher of Wits and Dexterity as Defense.<br />
|NimbusTilt={{Tilt-Terror of the Huntress}}<br />
|MageSight={{MageSight-Thyrsus}}<br />
|Legacy=None<br />
|LegacyRulingArcanum=–<br />
|LegacyAttainments=–<br />
|LegacyYantras=–<br />
|LegacyOblations=–<br />
|Conditions=x<br />
<br />
}}<br />
__NOTOC__<br />
<br />
==Background==<br />
'''Age:''' 28<br><br />
Khamphong was born to a Vietnamese mother, and an American father in 1957. Her father was part of the Military Assistance Advisory Group, who were sent as the first wave of American involvement in the Vietnam Conflict in 1955. He was to train the Army of the Republic of Vietnam, as well as relieve the French of their military involvement in the area, as they had to be out of Vietnam in the following year, as per the Geneva Conference. <br />
===Downtime Life===<br />
* '''1976:''' Events of [[Maple Shade]], begins to investigate the disappearance of her father. Discovers he basically abandoned the family. Rose begins to work with Aegis kai Doru, and Shirley joins the hunt as well.<br />
* '''1977:''' Lori files for divorce after Rose finds out about her husband. She begins to go attend temple again with Mary. Rose and Shirley begin to travel further afield on the West Coast, hunting for the Aegis. They maintain a cover identity as a punk band.<br />
* '''1978:''' Holly marries a good Vietnamese boy from temple, and a huge wedding is thrown, to Grandmother's delight. Holly moves in with him and is rarely heard from.<br />
* '''1979:''' Lori meets Leonard "Lennie" Marfield at temple and the two begin dating, much to Rose's horror. Huntress - the band and team of hunters - is formed.<br />
* '''1980:''' Lori and Lennie marry. Grandmother dies. Shortly thereafter, Mt. St. Helens erupts. Tammy disappears shortly thereafter, though she calls from LA, where she is pursuing modeling and acting. Lisa moves in with Viv for a short period of time, who helps her enroll in an art university in San Francisco.<br />
* '''1981:''' x<br />
* '''1982:''' Tammy moves to Reno and establishes herself as an entertainer and entrepreneur.<br />
* '''1983:''' x<br />
* '''1984:''' x<br />
<br />
==Rumors==<br />
* <br />
<br />
==Personality==<br />
* '''Virtue:''' ''Good Samaritan''. Regain all spent Willpower when you stop everything you're doing to help someone else in their time of need, to the possible detriment of yourself.<br />
* '''Vice:''' ''Rebellious''. Regain one spent Willpower when you take an action in direct opposition of what you're told to do.<br />
<br />
* '''Aspirations:''' <br />
** <br />
** <br />
** <br />
** <br />
** <br />
<br />
* '''Integrity: 7'''<br />
* '''Breaking Points:'''<br />
** What is the worst thing your character has personally done? <br />
** What is the worst thing your character can imagine themselves doing?<br />
** What is the worst thing your character has experienced that someone else has done?<br />
** What has your character forgotten?<br />
** What is the most traumatic thing that's ever happened to your character?<br />
<br />
===Equipment===<br />
* '''Possessions''' <br />
**1969 Black Subaru Sambar Van<br />
* '''Armor'''<br />
**SCA Heavy Fighting Armor (Rat 3/2, Str 3, Defense -2, Spd -3) [Torso, Arms]<br />
**Helmet (Rat 2/1, -1 to sight- and hearing-based Perception rolls.) [Head]<br />
**Riot Gear (3/5, Str 2, Def -2, Spd -1) [Torso, Arms, Legs]<br />
* '''Weapons''' <br />
**SCA Heavy Fighting Spear (Dam +1, Init -1, Str 2, Size 4) [Knockdown, Reach, Two-Handed]<br><br />
**SCA Heavy Fighting Sword (Dam +2, Init -2, Str 2, Size 2) [Stun]<br />
**Spear (Dam +2, Init -2, Str 2, Size 4) [Reach, Two-Handed]<br> <br />
**Large Shield (Dam +2, Init -4, Str 3, Size 3) [Concealed]<br> <br />
**Dad's Ka-Bar (Dam +1, Init -1, Str 1, Size 2) [Enhance: Crafts or Survival]<br><br />
* '''Other Notes:'''<br />
===Relics===<br />
* '''''Snowdrop'' (••):''' An ancient weapon wielded by Vietnamese Buddhist sages who fought witches and shapeshifters. Like the snowdrop that hides beneath the snow, waiting to pop up to herald the spring, this blade hides itself from those seeking it. Snowdrop has been a familial relic in Rose's mother's family for generations.<br />
** '''The Hidden Blossom:''' Those who are not looking for a weapon explicitly simply miss seeing it entirely, their gaze passing over it. If someone is actively searching for the blade (visually or by a pat-down), it inflicts a -3 penalty to their attempts to do so.<br />
** '''The Blossom in Spring:''' Though it seems to be a slightly strange spade-headed dagger most of the time, like the snowdrop popping up through the snow, this blade's wooden hilt can be commanded to extend into a full spear! Spend 1 Willpower to turn it from a knife into a spear. Use the normal traits for each.<br />
<br />
===Conditions===<br />
*xxx<br />
<br />
==Merit Details==<br />
* Retainer (••••): Shirley Slaughter (Street Kid)<br />
* Area of Expertise (Spear)<br />
* Language (Vietnamese): Character can speak, read, and write in Vietnamese.<br />
* Language (French): Character can speak, read, and write in French<br />
* Weapon and Shield <br />
**Shield Bash (•): Your character slams her shield into an oncoming opponent, disrupting his attack. When Dodging add her shield’s Size to her pool. If she reduces an opponent’s attack successes to 0 then any additional successes inflict bashing damage.<br />
**Boar's Snout (••): Your character throws everything into a forward charge, trusting in her shield to protect her. Using a weapon and shield, your character can all-out attack and retain her shield’s Size bonus to Defense for the turn. If this maneuver is used the same turn by other allies with shields, then add an additional +1 to Defense for each.<br />
**Pin Weapon (•••): Your character uses her shield to trap an opponent’s weapon. If an opponent misses a melee attack against your character he is automatically disarmed.<br />
**Tortoise Shell (••••): Your character knows how to position herself so that she’s completely protected by her shield. When using a shield she is considered behind cover with Durability equal to the shield’s size plus one for each shield-wielding ally in her immediate vicinity.<br />
* Spear and Bayonet<br />
**Firm Footing (•): Your character braces herself with her weapon to skewer a charging opponent. Any opponent attempting an all-out or charge attack against your character takes her weapon’s damage automatically before he makes his attack roll. Armor subtracts from this, but then will not apply to any attacks your character makes in the same turn.<br />
**Keep at Bay (••): Your character can threaten an opponent with her weapon to prevent maneuvering. Choose an opponent with a shorter weapon; if that opponent takes any action other than backing away or Dodging he loses his Defense against your character’s next attack.<br />
**Strike and Develop (•••): Your character stabs an opponent with her weapon then turns the blade before removing it, leaving a more grisly wound. Attacks made with her weapon that inflict lethal damage causes the victim to bleed out, causing one point of lethal damage for a number of turns equal to her successes on the attack roll. Subsequent attacks can add to the total number of turns but never cause more than one point of lethal damage per turn in bleeding to the victim. She loses her Defense any turn she uses this maneuver. Drawback: Spend a point of Willpower to activate this maneuver.<br />
*Phalanx Fighter: Your character is trained to wield a spear alongside a shield. She does not increase her spear’s Strength requirement for using it one-handed as long as she’s also using a shield. She can use a spear for any Weapon and Shield maneuvers.<br />
<br />
==XXX (Familiar)==<br />
===Sabrefang (''Kuk Uhur'') (Rank 1 Nature Spirit)===<br />
[[Image:Sabrefang-familiar.jpg|right|thumb]]<br />
'''Choir of Animals, Cats Descant'''<br><br />
'''Attributes:''' Power 3 • Finesse 3 • Resistance 2<br><br />
'''Essence:''' 10 • '''Corpus:''' 6 • '''Willpower:''' 5 • '''Initiative:''' 5 • '''Defense:''' 3 • '''Speed:''' 16 • '''Size:''' 4<br><br />
'''Ban:''' Cannot enter the lair of another apex predator.<br><br />
'''Bane:''' Teeth and claws of natural predators<br><br />
* ''Contact:'' Must spend 1 WP and make a Power + Resistance roll, at a -[Rank] penalty.<br />
* ''Solidity:'' Solid while spirit is in Twilight<br />
* ''Touch:'' Inflicts 1A while Materialized, and causes Materialized Condition to end. If non-Materialized, inflicts 1L. Inflicts 1L if Fetter touches bane.<br />
* ''Weapon:'' If employed as a weapon, inflicts aggravated for Materialized, or lethal otherwise.<br />
'''Combat:''' ''Power + Finesse'' to attack • Inflict bashing damage<br />
* ''Twilight:'' May only attack and be attacked by other spirits.<br />
* ''Corpus Loss to Lethal or Aggravated:'' If Essence remains, dissolves and enters hibernation in a Conditioned location. If no Essence remains, it is destroyed.<br />
'''Influence:''' Hunting •<br />
* ''1 Essence'' • Roll ''Power + Finesse'' • Add to Defense, make an emotion stronger, or add Rank to Health or Structure for individuals connected to them. <br />
'''Manifestations'''<br />
* ''Discorporate:'' No cost. Spirit can discorporate as though it had lost all Corpus.<br />
* ''Familiar:'' No cost. Spirit is bonded to a mage, preventing Essence bleed. Spirit and mage have a Connected Sympathetic link, may use one another's senses with a reflexive action (casting magic through those senses requires a Reach for remote viewing but not Sympathetic Range Attainment), and can pass Mana and Essence between them (Essence > Mana loses 1 point in exchange). If discorporated, entity will reform in a location bearing the mage's Signature Nimbus. <br />
* ''Reaching:'' Spirit only • 1 Essence • Power + Finesse (- Gauntlet). Spirit applies the Reaching Condition to itself.<br />
'''Numina'''<br />
* ''Animal Control (R):'' 1 Essence; Power + Finesse – target’s Resolve. Spirit exerts control over an animal for the rest of the scene; may exert control over up to [Finesse] animals at once, activating this Numen for each animal.<br />
* ''Camouflage:'' 1 Essence. Spirit blends with background as long as it remains still; those trying to spot the spirit receive a penalty equal to Finesse.<br />
* ''Seek (R):'' 1–2 Essence; Finesse. Spirit detects an event or thing directly related to its influence. This is at a range of two miles, or twenty miles if it spends 2 Essence at activation.<br />
<br />
==Friends and Family==<br />
<br />
<br />
[[Image:MamaKing.jpg|left|thumb|'''Lori King''']]<br />
*Mom - Lan (Lori) King<br />
*Dad - Captain Walter King<br />
[[Image:WalterKing.jpg|right|thumb|'''Cpt. Walter King''']]<br />
*Grandma Minh Chau (Mary) Pham<br />
[[Image:GrandmaKing.jpg|left|thumb|'''Mary Pham''']]<br />
*Aunt Hoang (Holly) Pham<br><br />
[[Image:AuntHolly.jpg|right|thumb|'''Holly Pham''']]<br />
*Aunt Trang (Tammy) Pham<br><br />
[[Image:AuntTammy.jpg|left|thumb|'''Tammy Pham''']]<br />
*Aunt Linh (Lisa) Pham<br><br />
[[Image:AuntLisa.jpg|right|thumb|'''Lisa Pham''']]<br />
*Tenille is an orange Eurasier. Also a she.<br />
[[Image:Tenille.jpg|left|thumb|'''Tenille''']]<br />
<br />
==Experience==<br />
{{Template:MageExperiences<br />
|CurrentBeats=3<br />
|UnspentExperiences=0<br />
|SpentExperiences=3<br />
|Earned=x<br />
|Purchases=x<br />
|ArcaneBeats=2<br />
|ArcaneExperiences=0<br />
|ArcaneSpent=4<br />
}}<br />
<br />
==Lifestyle==<br />
[[Image:xxx.jpg|right|thumb|'''Apartment B14''']]<br />
A description of your characters day to day life. <br />
* '''Money:''' xxx<br />
* '''Clothing & Jewelry:''' xxx<br />
* '''Communication:''' xxx<br />
* '''Food:''' xxx<br />
* '''Housing:''' xxx<br />
* '''Days:''' xxx<br />
* '''Evenings:''' xxx<br />
<br />
==Experience==<br />
*0 skill points held in reserve<br />
*0 merit points held in reserve</div>Gyffeshttps://www.oakthorne.net/wiki/index.php?title=Dark_Room_Khamphong_King&diff=65366Dark Room Khamphong King2022-05-14T01:40:59Z<p>Gyffes: </p>
<hr />
<div>{{CoDMageCharacterSheet<br />
|Image=[[Image:Khamphong.jpg|center|350 px]]<br />
|CharacterName=Khamphong "Rose" King<br />
|Virtue=Good Samaritan<br />
|Vice=Rebellious<br />
|Aspirations=*Recover Snowdrop, Raid Aegis Kai Doru Compound, *Get a [[Portland in Shadow|Spirit map of Portland]], *Rescue Alie and Nancy<br />
|Path=Thyrsus<br />
|Order=x<br />
|Cabal=x<br />
|Obsessions=[[Portland in Shadow|Spirit map of Portland]], Understand my Destiny<br />
|Intelligence=3<br />
|Wits=2<br />
|Resolve=2<br />
|Strength=3<br />
|Dexterity=3<br />
|Stamina=4<br />
|Presence=2<br />
|Manipulation=1<br />
|Composure=3<br />
|MentalSkills=Academics 1, Crafts 1, Medicine 4 (Veterinary), Occult 3, Science 1<br />
|PhysicalSkills=Athletics 3, Brawl 2, Survival 2, Weaponry 4 (Knife; Spear; Staff)<br />
|SocialSkills=Animal Ken 3 (Wild), Empathy 1, Expression 1, Intimidation 1, Persuasion 1<br />
|MentalMerits=Area of Expertise (Knife; Spear; Staff), Favored Weapon (Dad's Ka-bar) (••), Language (Vietnamese) (•), Language (French) (•), Object Fetishism (•)<br />
|PhysicalMerits=–<br />
|SocialMerits=–<br />
|CombatMerits=Armed Defense (•••••), Defensive Combat (Weaponry •), Spear and Bayonet (•••), Staff Fighting (••••)<br />
|AwakenedMerits=Destiny (•••), Familiar (••), High Speech (•), Occultation (•), Shadow Name (••), The Dark Room (•)<br />
|Health=9<br />
|Willpower=5<br />
|Wisdom=7<br />
|Size=5<br />
|Speed=10<br />
|Defense=7<br />
|Armor=0<br />
|Initiative=6<br />
|Gnosis=1<br />
|Mana=10<br />
|Yantras=2<br />
|RitualInterval=3 Hours<br />
|ArcanaLimits=3/2<br />
|Paradox=1<br />
|CombinedSpells=1<br />
|ObsessionsNumber=1<br />
|Arcana=Life 2, Prime 1, Spirit 1<br />
|Rotes=0<br />
|Praxes=Speak with Beasts (Life 1), Sacred Geometry (Prime 1)<br />
|MagicalTools=x<br />
|Attainments=• '''Counterspell:''' Life & Spirit<br>• '''Improved Pattern Restoration:''' Heal bashing damage by spending 1 mana or lethal damage by spending 2. May scour Physical Attribute ratings without lowering derived Traits as a result.<br>• '''Life Armor:''' Add half [Life] to armor and Defense. Use higher of Wits and Dexterity as Defense.<br />
|NimbusTilt={{Tilt-Terror of the Huntress}}<br />
|MageSight={{MageSight-Thyrsus}}<br />
|Legacy=None<br />
|LegacyRulingArcanum=–<br />
|LegacyAttainments=–<br />
|LegacyYantras=–<br />
|LegacyOblations=–<br />
|Conditions=x<br />
<br />
}}<br />
__NOTOC__<br />
<br />
==Background==<br />
'''Age:''' 28<br><br />
Khamphong was born to a Vietnamese mother, and an American father in 1957. Her father was part of the Military Assistance Advisory Group, who were sent as the first wave of American involvement in the Vietnam Conflict in 1955. He was to train the Army of the Republic of Vietnam, as well as relieve the French of their military involvement in the area, as they had to be out of Vietnam in the following year, as per the Geneva Conference. <br />
===Downtime Life===<br />
* '''1976:''' Events of [[Maple Shade]], begins to investigate the disappearance of her father. Discovers he basically abandoned the family. Rose begins to work with Aegis kai Doru, and Shirley joins the hunt as well.<br />
* '''1977:''' Lori files for divorce after Rose finds out about her husband. She begins to go attend temple again with Mary. Rose and Shirley begin to travel further afield on the West Coast, hunting for the Aegis. They maintain a cover identity as a punk band.<br />
* '''1978:''' Holly marries a good Vietnamese boy from temple, and a huge wedding is thrown, to Grandmother's delight. Holly moves in with him and is rarely heard from.<br />
* '''1979:''' Lori meets Leonard "Lennie" Marfield at temple and the two begin dating, much to Rose's horror. Huntress - the band and team of hunters - is formed.<br />
* '''1980:''' Lori and Lennie marry. Grandmother dies. Shortly thereafter, Mt. St. Helens erupts. Tammy disappears shortly thereafter, though she calls from LA, where she is pursuing modeling and acting. Lisa moves in with Viv for a short period of time, who helps her enroll in an art university in San Francisco.<br />
* '''1981:''' x<br />
* '''1982:''' Tammy moves to Reno and establishes herself as an entertainer and entrepreneur.<br />
* '''1983:''' x<br />
* '''1984:''' x<br />
<br />
==Rumors==<br />
* <br />
<br />
==Personality==<br />
* '''Virtue:''' ''Good Samaritan''. Regain all spent Willpower when you stop everything you're doing to help someone else in their time of need, to the possible detriment of yourself.<br />
* '''Vice:''' ''Rebellious''. Regain one spent Willpower when you take an action in direct opposition of what you're told to do.<br />
<br />
* '''Aspirations:''' <br />
** <br />
** <br />
** <br />
** <br />
** <br />
<br />
* '''Integrity: 7'''<br />
* '''Breaking Points:'''<br />
** What is the worst thing your character has personally done? <br />
** What is the worst thing your character can imagine themselves doing?<br />
** What is the worst thing your character has experienced that someone else has done?<br />
** What has your character forgotten?<br />
** What is the most traumatic thing that's ever happened to your character?<br />
<br />
===Equipment===<br />
* '''Possessions''' <br />
**1969 Black Subaru Sambar Van<br />
* '''Armor'''<br />
**SCA Heavy Fighting Armor (Rat 3/2, Str 3, Defense -2, Spd -3) [Torso, Arms]<br />
**Helmet (Rat 2/1, -1 to sight- and hearing-based Perception rolls.) [Head]<br />
**Riot Gear (3/5, Str 2, Def -2, Spd -1) [Torso, Arms, Legs]<br />
* '''Weapons''' <br />
**SCA Heavy Fighting Spear (Dam +1, Init -1, Str 2, Size 4) [Knockdown, Reach, Two-Handed]<br><br />
**SCA Heavy Fighting Sword (Dam +2, Init -2, Str 2, Size 2) [Stun]<br />
**Spear (Dam +2, Init -2, Str 2, Size 4) [Reach, Two-Handed]<br> <br />
**Large Shield (Dam +2, Init -4, Str 3, Size 3) [Concealed]<br> <br />
**Dad's Ka-Bar (Dam +1, Init -1, Str 1, Size 2) [Enhance: Crafts or Survival]<br><br />
* '''Other Notes:'''<br />
===Relics===<br />
* '''''Snowdrop'' (••):''' An ancient weapon wielded by Vietnamese Buddhist sages who fought witches and shapeshifters. Like the snowdrop that hides beneath the snow, waiting to pop up to herald the spring, this blade hides itself from those seeking it. Snowdrop has been a familial relic in Rose's mother's family for generations.<br />
** '''The Hidden Blossom:''' Those who are not looking for a weapon explicitly simply miss seeing it entirely, their gaze passing over it. If someone is actively searching for the blade (visually or by a pat-down), it inflicts a -3 penalty to their attempts to do so.<br />
** '''The Blossom in Spring:''' Though it seems to be a slightly strange spade-headed dagger most of the time, like the snowdrop popping up through the snow, this blade's wooden hilt can be commanded to extend into a full spear! Spend 1 Willpower to turn it from a knife into a spear. Use the normal traits for each.<br />
<br />
===Conditions===<br />
*xxx<br />
<br />
==Merit Details==<br />
* Retainer (••••): Shirley Slaughter (Street Kid)<br />
* Area of Expertise (Spear)<br />
* Language (Vietnamese): Character can speak, read, and write in Vietnamese.<br />
* Language (French): Character can speak, read, and write in French<br />
* Weapon and Shield <br />
**Shield Bash (•): Your character slams her shield into an oncoming opponent, disrupting his attack. When Dodging add her shield’s Size to her pool. If she reduces an opponent’s attack successes to 0 then any additional successes inflict bashing damage.<br />
**Boar's Snout (••): Your character throws everything into a forward charge, trusting in her shield to protect her. Using a weapon and shield, your character can all-out attack and retain her shield’s Size bonus to Defense for the turn. If this maneuver is used the same turn by other allies with shields, then add an additional +1 to Defense for each.<br />
**Pin Weapon (•••): Your character uses her shield to trap an opponent’s weapon. If an opponent misses a melee attack against your character he is automatically disarmed.<br />
**Tortoise Shell (••••): Your character knows how to position herself so that she’s completely protected by her shield. When using a shield she is considered behind cover with Durability equal to the shield’s size plus one for each shield-wielding ally in her immediate vicinity.<br />
* Spear and Bayonet<br />
**Firm Footing (•): Your character braces herself with her weapon to skewer a charging opponent. Any opponent attempting an all-out or charge attack against your character takes her weapon’s damage automatically before he makes his attack roll. Armor subtracts from this, but then will not apply to any attacks your character makes in the same turn.<br />
**Keep at Bay (••): Your character can threaten an opponent with her weapon to prevent maneuvering. Choose an opponent with a shorter weapon; if that opponent takes any action other than backing away or Dodging he loses his Defense against your character’s next attack.<br />
**Strike and Develop (•••): Your character stabs an opponent with her weapon then turns the blade before removing it, leaving a more grisly wound. Attacks made with her weapon that inflict lethal damage causes the victim to bleed out, causing one point of lethal damage for a number of turns equal to her successes on the attack roll. Subsequent attacks can add to the total number of turns but never cause more than one point of lethal damage per turn in bleeding to the victim. She loses her Defense any turn she uses this maneuver. Drawback: Spend a point of Willpower to activate this maneuver.<br />
*Phalanx Fighter: Your character is trained to wield a spear alongside a shield. She does not increase her spear’s Strength requirement for using it one-handed as long as she’s also using a shield. She can use a spear for any Weapon and Shield maneuvers.<br />
<br />
==XXX (Familiar)==<br />
===Sabrefang (''Kuk Uhur'') (Rank 1 Nature Spirit)===<br />
[[Image:Sabrefang-familiar.jpg|right|thumb]]<br />
'''Choir of Animals, Cats Descant'''<br><br />
'''Attributes:''' Power 3 • Finesse 3 • Resistance 2<br><br />
'''Essence:''' 10 • '''Corpus:''' 6 • '''Willpower:''' 5 • '''Initiative:''' 5 • '''Defense:''' 3 • '''Speed:''' 16 • '''Size:''' 4<br><br />
'''Ban:''' Cannot enter the lair of another apex predator.<br><br />
'''Bane:''' Teeth and claws of natural predators<br><br />
* ''Contact:'' Must spend 1 WP and make a Power + Resistance roll, at a -[Rank] penalty.<br />
* ''Solidity:'' Solid while spirit is in Twilight<br />
* ''Touch:'' Inflicts 1A while Materialized, and causes Materialized Condition to end. If non-Materialized, inflicts 1L. Inflicts 1L if Fetter touches bane.<br />
* ''Weapon:'' If employed as a weapon, inflicts aggravated for Materialized, or lethal otherwise.<br />
'''Combat:''' ''Power + Finesse'' to attack • Inflict bashing damage<br />
* ''Twilight:'' May only attack and be attacked by other spirits.<br />
* ''Corpus Loss to Lethal or Aggravated:'' If Essence remains, dissolves and enters hibernation in a Conditioned location. If no Essence remains, it is destroyed.<br />
'''Influence:''' Hunting •<br />
* ''1 Essence'' • Roll ''Power + Finesse'' • Add to Defense, make an emotion stronger, or add Rank to Health or Structure for individuals connected to them. <br />
'''Manifestations'''<br />
* ''Discorporate:'' No cost. Spirit can discorporate as though it had lost all Corpus.<br />
* ''Familiar:'' No cost. Spirit is bonded to a mage, preventing Essence bleed. Spirit and mage have a Connected Sympathetic link, may use one another's senses with a reflexive action (casting magic through those senses requires a Reach for remote viewing but not Sympathetic Range Attainment), and can pass Mana and Essence between them (Essence > Mana loses 1 point in exchange). If discorporated, entity will reform in a location bearing the mage's Signature Nimbus. <br />
* ''Reaching:'' Spirit only • 1 Essence • Power + Finesse (- Gauntlet). Spirit applies the Reaching Condition to itself.<br />
'''Numina'''<br />
* ''Animal Control (R):'' 1 Essence; Power + Finesse – target’s Resolve. Spirit exerts control over an animal for the rest of the scene; may exert control over up to [Finesse] animals at once, activating this Numen for each animal.<br />
* ''Camouflage:'' 1 Essence. Spirit blends with background as long as it remains still; those trying to spot the spirit receive a penalty equal to Finesse.<br />
* ''Seek (R):'' 1–2 Essence; Finesse. Spirit detects an event or thing directly related to its influence. This is at a range of two miles, or twenty miles if it spends 2 Essence at activation.<br />
<br />
==Friends and Family==<br />
<br />
<br />
[[Image:MamaKing.jpg|left|thumb|'''Lori King''']]<br />
*Mom - Lan (Lori) King<br />
*Dad - Captain Walter King<br />
[[Image:WalterKing.jpg|right|thumb|'''Cpt. Walter King''']]<br />
*Grandma Minh Chau (Mary) Pham<br />
[[Image:GrandmaKing.jpg|left|thumb|'''Mary Pham''']]<br />
*Aunt Hoang (Holly) Pham<br><br />
[[Image:AuntHolly.jpg|right|thumb|'''Holly Pham''']]<br />
*Aunt Trang (Tammy) Pham<br><br />
[[Image:AuntTammy.jpg|left|thumb|'''Tammy Pham''']]<br />
*Aunt Linh (Lisa) Pham<br><br />
[[Image:AuntLisa.jpg|right|thumb|'''Lisa Pham''']]<br />
*Tenille is an orange Eurasier. Also a she.<br />
[[Image:Tenille.jpg|left|thumb|'''Tenille''']]<br />
<br />
==Experience==<br />
{{Template:MageExperiences<br />
|CurrentBeats=3<br />
|UnspentExperiences=0<br />
|SpentExperiences=3<br />
|Earned=x<br />
|Purchases=x<br />
|ArcaneBeats=2<br />
|ArcaneExperiences=0<br />
|ArcaneSpent=4<br />
}}<br />
<br />
==Lifestyle==<br />
[[Image:xxx.jpg|right|thumb|'''Apartment B14''']]<br />
A description of your characters day to day life. <br />
* '''Money:''' xxx<br />
* '''Clothing & Jewelry:''' xxx<br />
* '''Communication:''' xxx<br />
* '''Food:''' xxx<br />
* '''Housing:''' xxx<br />
* '''Days:''' xxx<br />
* '''Evenings:''' xxx<br />
<br />
==Experience==<br />
*0 skill points held in reserve<br />
*0 merit points held in reserve</div>Gyffeshttps://www.oakthorne.net/wiki/index.php?title=Dark_Room_Khamphong_King&diff=65362Dark Room Khamphong King2022-05-14T01:05:03Z<p>Gyffes: /* Experience */</p>
<hr />
<div>{{CoDMageCharacterSheet<br />
|Image=[[Image:Khamphong.jpg|center|350 px]]<br />
|CharacterName=Khamphong "Rose" King<br />
|Virtue=Good Samaritan<br />
|Vice=Rebellious<br />
|Aspirations=*Recover Snowdrop, Raid Aegis Kai Doru Compound, *Get a [[Portland in Shadow|Spirit map of Portland]], *Rescue Alie and Nancy<br />
|Path=Thyrsus<br />
|Order=x<br />
|Cabal=x<br />
|Obsessions=Understand Connection between Rose and Familiar, Understand my Destiny<br />
|Intelligence=3<br />
|Wits=2<br />
|Resolve=2<br />
|Strength=3<br />
|Dexterity=3<br />
|Stamina=4<br />
|Presence=2<br />
|Manipulation=1<br />
|Composure=3<br />
|MentalSkills=Academics 1, Crafts 1, Medicine 4 (Veterinary), Occult 3, Science 1<br />
|PhysicalSkills=Athletics 3, Brawl 2, Survival 2, Weaponry 4 (Knife; Spear; Staff)<br />
|SocialSkills=Animal Ken 3 (Wild), Empathy 1, Expression 1, Intimidation 1, Persuasion 1<br />
|MentalMerits=Area of Expertise (Knife; Spear; Staff), Favored Weapon (Dad's Ka-bar) (••), Language (Vietnamese) (•), Language (French) (•), Object Fetishism (•)<br />
|PhysicalMerits=–<br />
|SocialMerits=–<br />
|CombatMerits=Armed Defense (•••••), Defensive Combat (Weaponry •), Spear and Bayonet (•••), Staff Fighting (••••)<br />
|AwakenedMerits=Destiny (•••), Familiar (••), High Speech (•), Occultation (•), Shadow Name (••), The Dark Room (•)<br />
|Health=9<br />
|Willpower=5<br />
|Wisdom=7<br />
|Size=5<br />
|Speed=10<br />
|Defense=7<br />
|Armor=0<br />
|Initiative=6<br />
|Gnosis=1<br />
|Mana=10<br />
|Yantras=2<br />
|RitualInterval=3 Hours<br />
|ArcanaLimits=3/2<br />
|Paradox=1<br />
|CombinedSpells=1<br />
|ObsessionsNumber=1<br />
|Arcana=Life 2, Prime 1, Spirit 1<br />
|Rotes=0<br />
|Praxes=Speak with Beasts (Life 1), Sacred Geometry (Prime 1)<br />
|MagicalTools=x<br />
|Attainments=• '''Counterspell:''' Life & Spirit<br>• '''Improved Pattern Restoration:''' Heal bashing damage by spending 1 mana or lethal damage by spending 2. May scour Physical Attribute ratings without lowering derived Traits as a result.<br>• '''Life Armor:''' Add half [Life] to armor and Defense. Use higher of Wits and Dexterity as Defense.<br />
|NimbusTilt={{Tilt-Terror of the Huntress}}<br />
|MageSight={{MageSight-Thyrsus}}<br />
|Legacy=None<br />
|LegacyRulingArcanum=–<br />
|LegacyAttainments=–<br />
|LegacyYantras=–<br />
|LegacyOblations=–<br />
|Conditions=x<br />
<br />
}}<br />
__NOTOC__<br />
<br />
==Background==<br />
'''Age:''' 28<br><br />
Khamphong was born to a Vietnamese mother, and an American father in 1957. Her father was part of the Military Assistance Advisory Group, who were sent as the first wave of American involvement in the Vietnam Conflict in 1955. He was to train the Army of the Republic of Vietnam, as well as relieve the French of their military involvement in the area, as they had to be out of Vietnam in the following year, as per the Geneva Conference. <br />
===Downtime Life===<br />
* '''1976:''' Events of [[Maple Shade]], begins to investigate the disappearance of her father. Discovers he basically abandoned the family. Rose begins to work with Aegis kai Doru, and Shirley joins the hunt as well.<br />
* '''1977:''' Lori files for divorce after Rose finds out about her husband. She begins to go attend temple again with Mary. Rose and Shirley begin to travel further afield on the West Coast, hunting for the Aegis. They maintain a cover identity as a punk band.<br />
* '''1978:''' Holly marries a good Vietnamese boy from temple, and a huge wedding is thrown, to Grandmother's delight. Holly moves in with him and is rarely heard from.<br />
* '''1979:''' Lori meets Leonard "Lennie" Marfield at temple and the two begin dating, much to Rose's horror. Huntress - the band and team of hunters - is formed.<br />
* '''1980:''' Lori and Lennie marry. Grandmother dies. Shortly thereafter, Mt. St. Helens erupts. Tammy disappears shortly thereafter, though she calls from LA, where she is pursuing modeling and acting. Lisa moves in with Viv for a short period of time, who helps her enroll in an art university in San Francisco.<br />
* '''1981:''' x<br />
* '''1982:''' Tammy moves to Reno and establishes herself as an entertainer and entrepreneur.<br />
* '''1983:''' x<br />
* '''1984:''' x<br />
<br />
==Rumors==<br />
* <br />
<br />
==Personality==<br />
* '''Virtue:''' ''Good Samaritan''. Regain all spent Willpower when you stop everything you're doing to help someone else in their time of need, to the possible detriment of yourself.<br />
* '''Vice:''' ''Rebellious''. Regain one spent Willpower when you take an action in direct opposition of what you're told to do.<br />
<br />
* '''Aspirations:''' <br />
** <br />
** <br />
** <br />
** <br />
** <br />
<br />
* '''Integrity: 7'''<br />
* '''Breaking Points:'''<br />
** What is the worst thing your character has personally done? <br />
** What is the worst thing your character can imagine themselves doing?<br />
** What is the worst thing your character has experienced that someone else has done?<br />
** What has your character forgotten?<br />
** What is the most traumatic thing that's ever happened to your character?<br />
<br />
===Equipment===<br />
* '''Possessions''' <br />
**1969 Black Subaru Sambar Van<br />
* '''Armor'''<br />
**SCA Heavy Fighting Armor (Rat 3/2, Str 3, Defense -2, Spd -3) [Torso, Arms]<br />
**Helmet (Rat 2/1, -1 to sight- and hearing-based Perception rolls.) [Head]<br />
**Riot Gear (3/5, Str 2, Def -2, Spd -1) [Torso, Arms, Legs]<br />
* '''Weapons''' <br />
**SCA Heavy Fighting Spear (Dam +1, Init -1, Str 2, Size 4) [Knockdown, Reach, Two-Handed]<br><br />
**SCA Heavy Fighting Sword (Dam +2, Init -2, Str 2, Size 2) [Stun]<br />
**Spear (Dam +2, Init -2, Str 2, Size 4) [Reach, Two-Handed]<br> <br />
**Large Shield (Dam +2, Init -4, Str 3, Size 3) [Concealed]<br> <br />
**Dad's Ka-Bar (Dam +1, Init -1, Str 1, Size 2) [Enhance: Crafts or Survival]<br><br />
* '''Other Notes:'''<br />
===Relics===<br />
* '''''Snowdrop'' (••):''' An ancient weapon wielded by Vietnamese Buddhist sages who fought witches and shapeshifters. Like the snowdrop that hides beneath the snow, waiting to pop up to herald the spring, this blade hides itself from those seeking it. Snowdrop has been a familial relic in Rose's mother's family for generations.<br />
** '''The Hidden Blossom:''' Those who are not looking for a weapon explicitly simply miss seeing it entirely, their gaze passing over it. If someone is actively searching for the blade (visually or by a pat-down), it inflicts a -3 penalty to their attempts to do so.<br />
** '''The Blossom in Spring:''' Though it seems to be a slightly strange spade-headed dagger most of the time, like the snowdrop popping up through the snow, this blade's wooden hilt can be commanded to extend into a full spear! Spend 1 Willpower to turn it from a knife into a spear. Use the normal traits for each.<br />
<br />
===Conditions===<br />
*xxx<br />
<br />
==Merit Details==<br />
* Retainer (••••): Shirley Slaughter (Street Kid)<br />
* Area of Expertise (Spear)<br />
* Language (Vietnamese): Character can speak, read, and write in Vietnamese.<br />
* Language (French): Character can speak, read, and write in French<br />
* Weapon and Shield <br />
**Shield Bash (•): Your character slams her shield into an oncoming opponent, disrupting his attack. When Dodging add her shield’s Size to her pool. If she reduces an opponent’s attack successes to 0 then any additional successes inflict bashing damage.<br />
**Boar's Snout (••): Your character throws everything into a forward charge, trusting in her shield to protect her. Using a weapon and shield, your character can all-out attack and retain her shield’s Size bonus to Defense for the turn. If this maneuver is used the same turn by other allies with shields, then add an additional +1 to Defense for each.<br />
**Pin Weapon (•••): Your character uses her shield to trap an opponent’s weapon. If an opponent misses a melee attack against your character he is automatically disarmed.<br />
**Tortoise Shell (••••): Your character knows how to position herself so that she’s completely protected by her shield. When using a shield she is considered behind cover with Durability equal to the shield’s size plus one for each shield-wielding ally in her immediate vicinity.<br />
* Spear and Bayonet<br />
**Firm Footing (•): Your character braces herself with her weapon to skewer a charging opponent. Any opponent attempting an all-out or charge attack against your character takes her weapon’s damage automatically before he makes his attack roll. Armor subtracts from this, but then will not apply to any attacks your character makes in the same turn.<br />
**Keep at Bay (••): Your character can threaten an opponent with her weapon to prevent maneuvering. Choose an opponent with a shorter weapon; if that opponent takes any action other than backing away or Dodging he loses his Defense against your character’s next attack.<br />
**Strike and Develop (•••): Your character stabs an opponent with her weapon then turns the blade before removing it, leaving a more grisly wound. Attacks made with her weapon that inflict lethal damage causes the victim to bleed out, causing one point of lethal damage for a number of turns equal to her successes on the attack roll. Subsequent attacks can add to the total number of turns but never cause more than one point of lethal damage per turn in bleeding to the victim. She loses her Defense any turn she uses this maneuver. Drawback: Spend a point of Willpower to activate this maneuver.<br />
*Phalanx Fighter: Your character is trained to wield a spear alongside a shield. She does not increase her spear’s Strength requirement for using it one-handed as long as she’s also using a shield. She can use a spear for any Weapon and Shield maneuvers.<br />
<br />
==XXX (Familiar)==<br />
===Sabrefang (''Kuk Uhur'') (Rank 1 Nature Spirit)===<br />
[[Image:Sabrefang-familiar.jpg|right|thumb]]<br />
'''Choir of Animals, Cats Descant'''<br><br />
'''Attributes:''' Power 3 • Finesse 3 • Resistance 2<br><br />
'''Essence:''' 10 • '''Corpus:''' 6 • '''Willpower:''' 5 • '''Initiative:''' 5 • '''Defense:''' 3 • '''Speed:''' 16 • '''Size:''' 4<br><br />
'''Ban:''' Cannot enter the lair of another apex predator.<br><br />
'''Bane:''' Teeth and claws of natural predators<br><br />
* ''Contact:'' Must spend 1 WP and make a Power + Resistance roll, at a -[Rank] penalty.<br />
* ''Solidity:'' Solid while spirit is in Twilight<br />
* ''Touch:'' Inflicts 1A while Materialized, and causes Materialized Condition to end. If non-Materialized, inflicts 1L. Inflicts 1L if Fetter touches bane.<br />
* ''Weapon:'' If employed as a weapon, inflicts aggravated for Materialized, or lethal otherwise.<br />
'''Combat:''' ''Power + Finesse'' to attack • Inflict bashing damage<br />
* ''Twilight:'' May only attack and be attacked by other spirits.<br />
* ''Corpus Loss to Lethal or Aggravated:'' If Essence remains, dissolves and enters hibernation in a Conditioned location. If no Essence remains, it is destroyed.<br />
'''Influence:''' Hunting •<br />
* ''1 Essence'' • Roll ''Power + Finesse'' • Add to Defense, make an emotion stronger, or add Rank to Health or Structure for individuals connected to them. <br />
'''Manifestations'''<br />
* ''Discorporate:'' No cost. Spirit can discorporate as though it had lost all Corpus.<br />
* ''Familiar:'' No cost. Spirit is bonded to a mage, preventing Essence bleed. Spirit and mage have a Connected Sympathetic link, may use one another's senses with a reflexive action (casting magic through those senses requires a Reach for remote viewing but not Sympathetic Range Attainment), and can pass Mana and Essence between them (Essence > Mana loses 1 point in exchange). If discorporated, entity will reform in a location bearing the mage's Signature Nimbus. <br />
* ''Reaching:'' Spirit only • 1 Essence • Power + Finesse (- Gauntlet). Spirit applies the Reaching Condition to itself.<br />
'''Numina'''<br />
* ''Animal Control (R):'' 1 Essence; Power + Finesse – target’s Resolve. Spirit exerts control over an animal for the rest of the scene; may exert control over up to [Finesse] animals at once, activating this Numen for each animal.<br />
* ''Camouflage:'' 1 Essence. Spirit blends with background as long as it remains still; those trying to spot the spirit receive a penalty equal to Finesse.<br />
* ''Seek (R):'' 1–2 Essence; Finesse. Spirit detects an event or thing directly related to its influence. This is at a range of two miles, or twenty miles if it spends 2 Essence at activation.<br />
<br />
==Friends and Family==<br />
<br />
<br />
[[Image:MamaKing.jpg|left|thumb|'''Lori King''']]<br />
*Mom - Lan (Lori) King<br />
*Dad - Captain Walter King<br />
[[Image:WalterKing.jpg|right|thumb|'''Cpt. Walter King''']]<br />
*Grandma Minh Chau (Mary) Pham<br />
[[Image:GrandmaKing.jpg|left|thumb|'''Mary Pham''']]<br />
*Aunt Hoang (Holly) Pham<br><br />
[[Image:AuntHolly.jpg|right|thumb|'''Holly Pham''']]<br />
*Aunt Trang (Tammy) Pham<br><br />
[[Image:AuntTammy.jpg|left|thumb|'''Tammy Pham''']]<br />
*Aunt Linh (Lisa) Pham<br><br />
[[Image:AuntLisa.jpg|right|thumb|'''Lisa Pham''']]<br />
*Tenille is an orange Eurasier. Also a she.<br />
[[Image:Tenille.jpg|left|thumb|'''Tenille''']]<br />
<br />
==Experience==<br />
{{Template:MageExperiences<br />
|CurrentBeats=3<br />
|UnspentExperiences=0<br />
|SpentExperiences=3<br />
|Earned=x<br />
|Purchases=x<br />
|ArcaneBeats=2<br />
|ArcaneExperiences=0<br />
|ArcaneSpent=4<br />
}}<br />
<br />
==Lifestyle==<br />
[[Image:xxx.jpg|right|thumb|'''Apartment B14''']]<br />
A description of your characters day to day life. <br />
* '''Money:''' xxx<br />
* '''Clothing & Jewelry:''' xxx<br />
* '''Communication:''' xxx<br />
* '''Food:''' xxx<br />
* '''Housing:''' xxx<br />
* '''Days:''' xxx<br />
* '''Evenings:''' xxx<br />
<br />
==Experience==<br />
*0 skill points held in reserve<br />
*0 merit points held in reserve</div>Gyffeshttps://www.oakthorne.net/wiki/index.php?title=Dark_Room_Khamphong_King&diff=65353Dark Room Khamphong King2022-05-07T04:52:19Z<p>Gyffes: </p>
<hr />
<div>{{CoDMageCharacterSheet<br />
|Image=[[Image:Khamphong.jpg|center|350 px]]<br />
|CharacterName=Khamphong "Rose" King<br />
|Virtue=Good Samaritan<br />
|Vice=Rebellious<br />
|Aspirations=*Recover Snowdrop, Raid Aegis Kai Doru Compound, *Get a [[Portland in Shadow|Spirit map of Portland]], *Rescue Alie and Nancy<br />
|Path=Thyrsus<br />
|Order=x<br />
|Cabal=x<br />
|Obsessions=Understand Connection between Rose and Familiar, Understand my Destiny<br />
|Intelligence=3<br />
|Wits=2<br />
|Resolve=2<br />
|Strength=3<br />
|Dexterity=3<br />
|Stamina=4<br />
|Presence=2<br />
|Manipulation=1<br />
|Composure=3<br />
|MentalSkills=Academics 1, Crafts 1, Medicine 4 (Veterinary), Occult 3, Science 1<br />
|PhysicalSkills=Athletics 3, Brawl 2, Survival 2, Weaponry 4 (Knife; Spear; Staff)<br />
|SocialSkills=Animal Ken 3 (Wild), Empathy 1, Expression 1, Intimidation 1, Persuasion 1<br />
|MentalMerits=Area of Expertise (Knife; Spear; Staff), Favored Weapon (Dad's Ka-bar) (••), Language (Vietnamese) (•), Language (French) (•), Object Fetishism (•)<br />
|PhysicalMerits=–<br />
|SocialMerits=–<br />
|CombatMerits=Armed Defense (•••••), Defensive Combat (Weaponry •), Spear and Bayonet (•••), Staff Fighting (••••)<br />
|AwakenedMerits=Destiny (•••), Familiar (••), High Speech (•), Occultation (•), Shadow Name (••), The Dark Room (•)<br />
|Health=9<br />
|Willpower=5<br />
|Wisdom=7<br />
|Size=5<br />
|Speed=10<br />
|Defense=7<br />
|Armor=0<br />
|Initiative=6<br />
|Gnosis=1<br />
|Mana=10<br />
|Yantras=2<br />
|RitualInterval=3 Hours<br />
|ArcanaLimits=3/2<br />
|Paradox=1<br />
|CombinedSpells=1<br />
|ObsessionsNumber=1<br />
|Arcana=Life 2, Prime 1, Spirit 1<br />
|Rotes=0<br />
|Praxes=Speak with Beasts (Life 1), Sacred Geometry (Prime 1)<br />
|MagicalTools=x<br />
|Attainments=• '''Counterspell:''' Life & Spirit<br>• '''Improved Pattern Restoration:''' Heal bashing damage by spending 1 mana or lethal damage by spending 2. May scour Physical Attribute ratings without lowering derived Traits as a result.<br>• '''Life Armor:''' Add half [Life] to armor and Defense. Use higher of Wits and Dexterity as Defense.<br />
|NimbusTilt={{Tilt-Terror of the Huntress}}<br />
|MageSight={{MageSight-Thyrsus}}<br />
|Legacy=None<br />
|LegacyRulingArcanum=–<br />
|LegacyAttainments=–<br />
|LegacyYantras=–<br />
|LegacyOblations=–<br />
|Conditions=x<br />
<br />
}}<br />
__NOTOC__<br />
<br />
==Background==<br />
'''Age:''' 28<br><br />
Khamphong was born to a Vietnamese mother, and an American father in 1957. Her father was part of the Military Assistance Advisory Group, who were sent as the first wave of American involvement in the Vietnam Conflict in 1955. He was to train the Army of the Republic of Vietnam, as well as relieve the French of their military involvement in the area, as they had to be out of Vietnam in the following year, as per the Geneva Conference. <br />
===Downtime Life===<br />
* '''1976:''' Events of [[Maple Shade]], begins to investigate the disappearance of her father. Discovers he basically abandoned the family. Rose begins to work with Aegis kai Doru, and Shirley joins the hunt as well.<br />
* '''1977:''' Lori files for divorce after Rose finds out about her husband. She begins to go attend temple again with Mary. Rose and Shirley begin to travel further afield on the West Coast, hunting for the Aegis. They maintain a cover identity as a punk band.<br />
* '''1978:''' Holly marries a good Vietnamese boy from temple, and a huge wedding is thrown, to Grandmother's delight. Holly moves in with him and is rarely heard from.<br />
* '''1979:''' Lori meets Leonard "Lennie" Marfield at temple and the two begin dating, much to Rose's horror. Huntress - the band and team of hunters - is formed.<br />
* '''1980:''' Lori and Lennie marry. Grandmother dies. Shortly thereafter, Mt. St. Helens erupts. Tammy disappears shortly thereafter, though she calls from LA, where she is pursuing modeling and acting. Lisa moves in with Viv for a short period of time, who helps her enroll in an art university in San Francisco.<br />
* '''1981:''' x<br />
* '''1982:''' Tammy moves to Reno and establishes herself as an entertainer and entrepreneur.<br />
* '''1983:''' x<br />
* '''1984:''' x<br />
<br />
==Rumors==<br />
* <br />
<br />
==Personality==<br />
* '''Virtue:''' ''Good Samaritan''. Regain all spent Willpower when you stop everything you're doing to help someone else in their time of need, to the possible detriment of yourself.<br />
* '''Vice:''' ''Rebellious''. Regain one spent Willpower when you take an action in direct opposition of what you're told to do.<br />
<br />
* '''Aspirations:''' <br />
** <br />
** <br />
** <br />
** <br />
** <br />
<br />
* '''Integrity: 7'''<br />
* '''Breaking Points:'''<br />
** What is the worst thing your character has personally done? <br />
** What is the worst thing your character can imagine themselves doing?<br />
** What is the worst thing your character has experienced that someone else has done?<br />
** What has your character forgotten?<br />
** What is the most traumatic thing that's ever happened to your character?<br />
<br />
===Equipment===<br />
* '''Possessions''' <br />
**1969 Black Subaru Sambar Van<br />
* '''Armor'''<br />
**SCA Heavy Fighting Armor (Rat 3/2, Str 3, Defense -2, Spd -3) [Torso, Arms]<br />
**Helmet (Rat 2/1, -1 to sight- and hearing-based Perception rolls.) [Head]<br />
**Riot Gear (3/5, Str 2, Def -2, Spd -1) [Torso, Arms, Legs]<br />
* '''Weapons''' <br />
**SCA Heavy Fighting Spear (Dam +1, Init -1, Str 2, Size 4) [Knockdown, Reach, Two-Handed]<br><br />
**SCA Heavy Fighting Sword (Dam +2, Init -2, Str 2, Size 2) [Stun]<br />
**Spear (Dam +2, Init -2, Str 2, Size 4) [Reach, Two-Handed]<br> <br />
**Large Shield (Dam +2, Init -4, Str 3, Size 3) [Concealed]<br> <br />
**Dad's Ka-Bar (Dam +1, Init -1, Str 1, Size 2) [Enhance: Crafts or Survival]<br><br />
* '''Other Notes:'''<br />
===Relics===<br />
* '''''Snowdrop'' (••):''' An ancient weapon wielded by Vietnamese Buddhist sages who fought witches and shapeshifters. Like the snowdrop that hides beneath the snow, waiting to pop up to herald the spring, this blade hides itself from those seeking it. Snowdrop has been a familial relic in Rose's mother's family for generations.<br />
** '''The Hidden Blossom:''' Those who are not looking for a weapon explicitly simply miss seeing it entirely, their gaze passing over it. If someone is actively searching for the blade (visually or by a pat-down), it inflicts a -3 penalty to their attempts to do so.<br />
** '''The Blossom in Spring:''' Though it seems to be a slightly strange spade-headed dagger most of the time, like the snowdrop popping up through the snow, this blade's wooden hilt can be commanded to extend into a full spear! Spend 1 Willpower to turn it from a knife into a spear. Use the normal traits for each.<br />
<br />
===Conditions===<br />
*xxx<br />
<br />
==Merit Details==<br />
* Retainer (••••): Shirley Slaughter (Street Kid)<br />
* Area of Expertise (Spear)<br />
* Language (Vietnamese): Character can speak, read, and write in Vietnamese.<br />
* Language (French): Character can speak, read, and write in French<br />
* Weapon and Shield <br />
**Shield Bash (•): Your character slams her shield into an oncoming opponent, disrupting his attack. When Dodging add her shield’s Size to her pool. If she reduces an opponent’s attack successes to 0 then any additional successes inflict bashing damage.<br />
**Boar's Snout (••): Your character throws everything into a forward charge, trusting in her shield to protect her. Using a weapon and shield, your character can all-out attack and retain her shield’s Size bonus to Defense for the turn. If this maneuver is used the same turn by other allies with shields, then add an additional +1 to Defense for each.<br />
**Pin Weapon (•••): Your character uses her shield to trap an opponent’s weapon. If an opponent misses a melee attack against your character he is automatically disarmed.<br />
**Tortoise Shell (••••): Your character knows how to position herself so that she’s completely protected by her shield. When using a shield she is considered behind cover with Durability equal to the shield’s size plus one for each shield-wielding ally in her immediate vicinity.<br />
* Spear and Bayonet<br />
**Firm Footing (•): Your character braces herself with her weapon to skewer a charging opponent. Any opponent attempting an all-out or charge attack against your character takes her weapon’s damage automatically before he makes his attack roll. Armor subtracts from this, but then will not apply to any attacks your character makes in the same turn.<br />
**Keep at Bay (••): Your character can threaten an opponent with her weapon to prevent maneuvering. Choose an opponent with a shorter weapon; if that opponent takes any action other than backing away or Dodging he loses his Defense against your character’s next attack.<br />
**Strike and Develop (•••): Your character stabs an opponent with her weapon then turns the blade before removing it, leaving a more grisly wound. Attacks made with her weapon that inflict lethal damage causes the victim to bleed out, causing one point of lethal damage for a number of turns equal to her successes on the attack roll. Subsequent attacks can add to the total number of turns but never cause more than one point of lethal damage per turn in bleeding to the victim. She loses her Defense any turn she uses this maneuver. Drawback: Spend a point of Willpower to activate this maneuver.<br />
*Phalanx Fighter: Your character is trained to wield a spear alongside a shield. She does not increase her spear’s Strength requirement for using it one-handed as long as she’s also using a shield. She can use a spear for any Weapon and Shield maneuvers.<br />
<br />
==XXX (Familiar)==<br />
===Sabrefang (''Kuk Uhur'') (Rank 1 Nature Spirit)===<br />
[[Image:Sabrefang-familiar.jpg|right|thumb]]<br />
'''Choir of Animals, Cats Descant'''<br><br />
'''Attributes:''' Power 3 • Finesse 3 • Resistance 2<br><br />
'''Essence:''' 10 • '''Corpus:''' 6 • '''Willpower:''' 5 • '''Initiative:''' 5 • '''Defense:''' 3 • '''Speed:''' 16 • '''Size:''' 4<br><br />
'''Ban:''' Cannot enter the lair of another apex predator.<br><br />
'''Bane:''' Teeth and claws of natural predators<br><br />
* ''Contact:'' Must spend 1 WP and make a Power + Resistance roll, at a -[Rank] penalty.<br />
* ''Solidity:'' Solid while spirit is in Twilight<br />
* ''Touch:'' Inflicts 1A while Materialized, and causes Materialized Condition to end. If non-Materialized, inflicts 1L. Inflicts 1L if Fetter touches bane.<br />
* ''Weapon:'' If employed as a weapon, inflicts aggravated for Materialized, or lethal otherwise.<br />
'''Combat:''' ''Power + Finesse'' to attack • Inflict bashing damage<br />
* ''Twilight:'' May only attack and be attacked by other spirits.<br />
* ''Corpus Loss to Lethal or Aggravated:'' If Essence remains, dissolves and enters hibernation in a Conditioned location. If no Essence remains, it is destroyed.<br />
'''Influence:''' Hunting •<br />
* ''1 Essence'' • Roll ''Power + Finesse'' • Add to Defense, make an emotion stronger, or add Rank to Health or Structure for individuals connected to them. <br />
'''Manifestations'''<br />
* ''Discorporate:'' No cost. Spirit can discorporate as though it had lost all Corpus.<br />
* ''Familiar:'' No cost. Spirit is bonded to a mage, preventing Essence bleed. Spirit and mage have a Connected Sympathetic link, may use one another's senses with a reflexive action (casting magic through those senses requires a Reach for remote viewing but not Sympathetic Range Attainment), and can pass Mana and Essence between them (Essence > Mana loses 1 point in exchange). If discorporated, entity will reform in a location bearing the mage's Signature Nimbus. <br />
* ''Reaching:'' Spirit only • 1 Essence • Power + Finesse (- Gauntlet). Spirit applies the Reaching Condition to itself.<br />
'''Numina'''<br />
* ''Animal Control (R):'' 1 Essence; Power + Finesse – target’s Resolve. Spirit exerts control over an animal for the rest of the scene; may exert control over up to [Finesse] animals at once, activating this Numen for each animal.<br />
* ''Camouflage:'' 1 Essence. Spirit blends with background as long as it remains still; those trying to spot the spirit receive a penalty equal to Finesse.<br />
* ''Seek (R):'' 1–2 Essence; Finesse. Spirit detects an event or thing directly related to its influence. This is at a range of two miles, or twenty miles if it spends 2 Essence at activation.<br />
<br />
==Friends and Family==<br />
<br />
<br />
[[Image:MamaKing.jpg|left|thumb|'''Lori King''']]<br />
*Mom - Lan (Lori) King<br />
*Dad - Captain Walter King<br />
[[Image:WalterKing.jpg|right|thumb|'''Cpt. Walter King''']]<br />
*Grandma Minh Chau (Mary) Pham<br />
[[Image:GrandmaKing.jpg|left|thumb|'''Mary Pham''']]<br />
*Aunt Hoang (Holly) Pham<br><br />
[[Image:AuntHolly.jpg|right|thumb|'''Holly Pham''']]<br />
*Aunt Trang (Tammy) Pham<br><br />
[[Image:AuntTammy.jpg|left|thumb|'''Tammy Pham''']]<br />
*Aunt Linh (Lisa) Pham<br><br />
[[Image:AuntLisa.jpg|right|thumb|'''Lisa Pham''']]<br />
*Tenille is an orange Eurasier. Also a she.<br />
[[Image:Tenille.jpg|left|thumb|'''Tenille''']]<br />
<br />
==Experience==<br />
{{Template:MageExperiences<br />
|CurrentBeats=3<br />
|UnspentExperiences=0<br />
|SpentExperiences=3<br />
|Earned=x<br />
|Purchases=x<br />
|ArcaneBeats=1<br />
|ArcaneExperiences=0<br />
|ArcaneSpent=4<br />
}}<br />
<br />
==Lifestyle==<br />
[[Image:xxx.jpg|right|thumb|'''Apartment B14''']]<br />
A description of your characters day to day life. <br />
* '''Money:''' xxx<br />
* '''Clothing & Jewelry:''' xxx<br />
* '''Communication:''' xxx<br />
* '''Food:''' xxx<br />
* '''Housing:''' xxx<br />
* '''Days:''' xxx<br />
* '''Evenings:''' xxx<br />
<br />
==Experience==<br />
*0 skill points held in reserve<br />
*0 merit points held in reserve</div>Gyffeshttps://www.oakthorne.net/wiki/index.php?title=Dark_Room_Khamphong_King&diff=65351Dark Room Khamphong King2022-05-07T04:47:30Z<p>Gyffes: </p>
<hr />
<div>{{CoDMageCharacterSheet<br />
|Image=[[Image:Khamphong.jpg|center|350 px]]<br />
|CharacterName=Khamphong "Rose" King<br />
|Virtue=Good Samaritan<br />
|Vice=Rebellious<br />
|Aspirations=*Recover Snowdrop, Raid Aegis Kai Doru Compound, *Get a [[Portland in Shadow|Spirit map of Portland]], *Rescue Alie and Nancy<br />
|Path=Thyrsus<br />
|Order=x<br />
|Cabal=x<br />
|Obsessions=Understand the Dark Room, Understand Connection between Rose and Familiar, Understand my Destiny<br />
|Intelligence=3<br />
|Wits=2<br />
|Resolve=2<br />
|Strength=3<br />
|Dexterity=3<br />
|Stamina=4<br />
|Presence=2<br />
|Manipulation=1<br />
|Composure=3<br />
|MentalSkills=Academics 1, Crafts 1, Medicine 4 (Veterinary), Occult 3, Science 1<br />
|PhysicalSkills=Athletics 3, Brawl 2, Survival 2, Weaponry 4 (Knife; Spear; Staff)<br />
|SocialSkills=Animal Ken 3 (Wild), Empathy 1, Expression 1, Intimidation 1, Persuasion 1<br />
|MentalMerits=Area of Expertise (Knife; Spear; Staff), Favored Weapon (Dad's Ka-bar) (••), Language (Vietnamese) (•), Language (French) (•), Object Fetishism (•)<br />
|PhysicalMerits=–<br />
|SocialMerits=–<br />
|CombatMerits=Armed Defense (•••••), Defensive Combat (Weaponry •), Spear and Bayonet (•••), Staff Fighting (••••)<br />
|AwakenedMerits=Destiny (•••), Familiar (••), High Speech (•), Occultation (•), Shadow Name (••), The Dark Room (•)<br />
|Health=9<br />
|Willpower=5<br />
|Wisdom=7<br />
|Size=5<br />
|Speed=10<br />
|Defense=7<br />
|Armor=0<br />
|Initiative=6<br />
|Gnosis=1<br />
|Mana=10<br />
|Yantras=2<br />
|RitualInterval=3 Hours<br />
|ArcanaLimits=3/2<br />
|Paradox=1<br />
|CombinedSpells=1<br />
|ObsessionsNumber=1<br />
|Arcana=Life 2, Prime 1, Spirit 1<br />
|Rotes=0<br />
|Praxes=Speak with Beasts (Life 1), Sacred Geometry (Prime 1)<br />
|MagicalTools=x<br />
|Attainments=• '''Counterspell:''' Life & Spirit<br>• '''Improved Pattern Restoration:''' Heal bashing damage by spending 1 mana or lethal damage by spending 2. May scour Physical Attribute ratings without lowering derived Traits as a result.<br>• '''Life Armor:''' Add half [Life] to armor and Defense. Use higher of Wits and Dexterity as Defense.<br />
|NimbusTilt={{Tilt-Terror of the Huntress}}<br />
|MageSight={{MageSight-Thyrsus}}<br />
|Legacy=None<br />
|LegacyRulingArcanum=–<br />
|LegacyAttainments=–<br />
|LegacyYantras=–<br />
|LegacyOblations=–<br />
|Conditions=x<br />
<br />
}}<br />
__NOTOC__<br />
<br />
==Background==<br />
'''Age:''' 28<br><br />
Khamphong was born to a Vietnamese mother, and an American father in 1957. Her father was part of the Military Assistance Advisory Group, who were sent as the first wave of American involvement in the Vietnam Conflict in 1955. He was to train the Army of the Republic of Vietnam, as well as relieve the French of their military involvement in the area, as they had to be out of Vietnam in the following year, as per the Geneva Conference. <br />
===Downtime Life===<br />
* '''1976:''' Events of [[Maple Shade]], begins to investigate the disappearance of her father. Discovers he basically abandoned the family. Rose begins to work with Aegis kai Doru, and Shirley joins the hunt as well.<br />
* '''1977:''' Lori files for divorce after Rose finds out about her husband. She begins to go attend temple again with Mary. Rose and Shirley begin to travel further afield on the West Coast, hunting for the Aegis. They maintain a cover identity as a punk band.<br />
* '''1978:''' Holly marries a good Vietnamese boy from temple, and a huge wedding is thrown, to Grandmother's delight. Holly moves in with him and is rarely heard from.<br />
* '''1979:''' Lori meets Leonard "Lennie" Marfield at temple and the two begin dating, much to Rose's horror. Huntress - the band and team of hunters - is formed.<br />
* '''1980:''' Lori and Lennie marry. Grandmother dies. Shortly thereafter, Mt. St. Helens erupts. Tammy disappears shortly thereafter, though she calls from LA, where she is pursuing modeling and acting. Lisa moves in with Viv for a short period of time, who helps her enroll in an art university in San Francisco.<br />
* '''1981:''' x<br />
* '''1982:''' Tammy moves to Reno and establishes herself as an entertainer and entrepreneur.<br />
* '''1983:''' x<br />
* '''1984:''' x<br />
<br />
==Rumors==<br />
* <br />
<br />
==Personality==<br />
* '''Virtue:''' ''Good Samaritan''. Regain all spent Willpower when you stop everything you're doing to help someone else in their time of need, to the possible detriment of yourself.<br />
* '''Vice:''' ''Rebellious''. Regain one spent Willpower when you take an action in direct opposition of what you're told to do.<br />
<br />
* '''Aspirations:''' <br />
** <br />
** <br />
** <br />
** <br />
** <br />
<br />
* '''Integrity: 7'''<br />
* '''Breaking Points:'''<br />
** What is the worst thing your character has personally done? <br />
** What is the worst thing your character can imagine themselves doing?<br />
** What is the worst thing your character has experienced that someone else has done?<br />
** What has your character forgotten?<br />
** What is the most traumatic thing that's ever happened to your character?<br />
<br />
===Equipment===<br />
* '''Possessions''' <br />
**1969 Black Subaru Sambar Van<br />
* '''Armor'''<br />
**SCA Heavy Fighting Armor (Rat 3/2, Str 3, Defense -2, Spd -3) [Torso, Arms]<br />
**Helmet (Rat 2/1, -1 to sight- and hearing-based Perception rolls.) [Head]<br />
**Riot Gear (3/5, Str 2, Def -2, Spd -1) [Torso, Arms, Legs]<br />
* '''Weapons''' <br />
**SCA Heavy Fighting Spear (Dam +1, Init -1, Str 2, Size 4) [Knockdown, Reach, Two-Handed]<br><br />
**SCA Heavy Fighting Sword (Dam +2, Init -2, Str 2, Size 2) [Stun]<br />
**Spear (Dam +2, Init -2, Str 2, Size 4) [Reach, Two-Handed]<br> <br />
**Large Shield (Dam +2, Init -4, Str 3, Size 3) [Concealed]<br> <br />
**Dad's Ka-Bar (Dam +1, Init -1, Str 1, Size 2) [Enhance: Crafts or Survival]<br><br />
* '''Other Notes:'''<br />
===Relics===<br />
* '''''Snowdrop'' (••):''' An ancient weapon wielded by Vietnamese Buddhist sages who fought witches and shapeshifters. Like the snowdrop that hides beneath the snow, waiting to pop up to herald the spring, this blade hides itself from those seeking it. Snowdrop has been a familial relic in Rose's mother's family for generations.<br />
** '''The Hidden Blossom:''' Those who are not looking for a weapon explicitly simply miss seeing it entirely, their gaze passing over it. If someone is actively searching for the blade (visually or by a pat-down), it inflicts a -3 penalty to their attempts to do so.<br />
** '''The Blossom in Spring:''' Though it seems to be a slightly strange spade-headed dagger most of the time, like the snowdrop popping up through the snow, this blade's wooden hilt can be commanded to extend into a full spear! Spend 1 Willpower to turn it from a knife into a spear. Use the normal traits for each.<br />
<br />
===Conditions===<br />
*xxx<br />
<br />
==Merit Details==<br />
* Retainer (••••): Shirley Slaughter (Street Kid)<br />
* Area of Expertise (Spear)<br />
* Language (Vietnamese): Character can speak, read, and write in Vietnamese.<br />
* Language (French): Character can speak, read, and write in French<br />
* Weapon and Shield <br />
**Shield Bash (•): Your character slams her shield into an oncoming opponent, disrupting his attack. When Dodging add her shield’s Size to her pool. If she reduces an opponent’s attack successes to 0 then any additional successes inflict bashing damage.<br />
**Boar's Snout (••): Your character throws everything into a forward charge, trusting in her shield to protect her. Using a weapon and shield, your character can all-out attack and retain her shield’s Size bonus to Defense for the turn. If this maneuver is used the same turn by other allies with shields, then add an additional +1 to Defense for each.<br />
**Pin Weapon (•••): Your character uses her shield to trap an opponent’s weapon. If an opponent misses a melee attack against your character he is automatically disarmed.<br />
**Tortoise Shell (••••): Your character knows how to position herself so that she’s completely protected by her shield. When using a shield she is considered behind cover with Durability equal to the shield’s size plus one for each shield-wielding ally in her immediate vicinity.<br />
* Spear and Bayonet<br />
**Firm Footing (•): Your character braces herself with her weapon to skewer a charging opponent. Any opponent attempting an all-out or charge attack against your character takes her weapon’s damage automatically before he makes his attack roll. Armor subtracts from this, but then will not apply to any attacks your character makes in the same turn.<br />
**Keep at Bay (••): Your character can threaten an opponent with her weapon to prevent maneuvering. Choose an opponent with a shorter weapon; if that opponent takes any action other than backing away or Dodging he loses his Defense against your character’s next attack.<br />
**Strike and Develop (•••): Your character stabs an opponent with her weapon then turns the blade before removing it, leaving a more grisly wound. Attacks made with her weapon that inflict lethal damage causes the victim to bleed out, causing one point of lethal damage for a number of turns equal to her successes on the attack roll. Subsequent attacks can add to the total number of turns but never cause more than one point of lethal damage per turn in bleeding to the victim. She loses her Defense any turn she uses this maneuver. Drawback: Spend a point of Willpower to activate this maneuver.<br />
*Phalanx Fighter: Your character is trained to wield a spear alongside a shield. She does not increase her spear’s Strength requirement for using it one-handed as long as she’s also using a shield. She can use a spear for any Weapon and Shield maneuvers.<br />
<br />
==XXX (Familiar)==<br />
===Sabrefang (''Kuk Uhur'') (Rank 1 Nature Spirit)===<br />
[[Image:Sabrefang-familiar.jpg|right|thumb]]<br />
'''Choir of Animals, Cats Descant'''<br><br />
'''Attributes:''' Power 3 • Finesse 3 • Resistance 2<br><br />
'''Essence:''' 10 • '''Corpus:''' 6 • '''Willpower:''' 5 • '''Initiative:''' 5 • '''Defense:''' 3 • '''Speed:''' 16 • '''Size:''' 4<br><br />
'''Ban:''' Cannot enter the lair of another apex predator.<br><br />
'''Bane:''' Teeth and claws of natural predators<br><br />
* ''Contact:'' Must spend 1 WP and make a Power + Resistance roll, at a -[Rank] penalty.<br />
* ''Solidity:'' Solid while spirit is in Twilight<br />
* ''Touch:'' Inflicts 1A while Materialized, and causes Materialized Condition to end. If non-Materialized, inflicts 1L. Inflicts 1L if Fetter touches bane.<br />
* ''Weapon:'' If employed as a weapon, inflicts aggravated for Materialized, or lethal otherwise.<br />
'''Combat:''' ''Power + Finesse'' to attack • Inflict bashing damage<br />
* ''Twilight:'' May only attack and be attacked by other spirits.<br />
* ''Corpus Loss to Lethal or Aggravated:'' If Essence remains, dissolves and enters hibernation in a Conditioned location. If no Essence remains, it is destroyed.<br />
'''Influence:''' Hunting •<br />
* ''1 Essence'' • Roll ''Power + Finesse'' • Add to Defense, make an emotion stronger, or add Rank to Health or Structure for individuals connected to them. <br />
'''Manifestations'''<br />
* ''Discorporate:'' No cost. Spirit can discorporate as though it had lost all Corpus.<br />
* ''Familiar:'' No cost. Spirit is bonded to a mage, preventing Essence bleed. Spirit and mage have a Connected Sympathetic link, may use one another's senses with a reflexive action (casting magic through those senses requires a Reach for remote viewing but not Sympathetic Range Attainment), and can pass Mana and Essence between them (Essence > Mana loses 1 point in exchange). If discorporated, entity will reform in a location bearing the mage's Signature Nimbus. <br />
* ''Reaching:'' Spirit only • 1 Essence • Power + Finesse (- Gauntlet). Spirit applies the Reaching Condition to itself.<br />
'''Numina'''<br />
* ''Animal Control (R):'' 1 Essence; Power + Finesse – target’s Resolve. Spirit exerts control over an animal for the rest of the scene; may exert control over up to [Finesse] animals at once, activating this Numen for each animal.<br />
* ''Camouflage:'' 1 Essence. Spirit blends with background as long as it remains still; those trying to spot the spirit receive a penalty equal to Finesse.<br />
* ''Seek (R):'' 1–2 Essence; Finesse. Spirit detects an event or thing directly related to its influence. This is at a range of two miles, or twenty miles if it spends 2 Essence at activation.<br />
<br />
==Friends and Family==<br />
<br />
<br />
[[Image:MamaKing.jpg|left|thumb|'''Lori King''']]<br />
*Mom - Lan (Lori) King<br />
*Dad - Captain Walter King<br />
[[Image:WalterKing.jpg|right|thumb|'''Cpt. Walter King''']]<br />
*Grandma Minh Chau (Mary) Pham<br />
[[Image:GrandmaKing.jpg|left|thumb|'''Mary Pham''']]<br />
*Aunt Hoang (Holly) Pham<br><br />
[[Image:AuntHolly.jpg|right|thumb|'''Holly Pham''']]<br />
*Aunt Trang (Tammy) Pham<br><br />
[[Image:AuntTammy.jpg|left|thumb|'''Tammy Pham''']]<br />
*Aunt Linh (Lisa) Pham<br><br />
[[Image:AuntLisa.jpg|right|thumb|'''Lisa Pham''']]<br />
*Tenille is an orange Eurasier. Also a she.<br />
[[Image:Tenille.jpg|left|thumb|'''Tenille''']]<br />
<br />
==Experience==<br />
{{Template:MageExperiences<br />
|CurrentBeats=3<br />
|UnspentExperiences=0<br />
|SpentExperiences=3<br />
|Earned=x<br />
|Purchases=x<br />
|ArcaneBeats=1<br />
|ArcaneExperiences=0<br />
|ArcaneSpent=4<br />
}}<br />
<br />
==Lifestyle==<br />
[[Image:xxx.jpg|right|thumb|'''Apartment B14''']]<br />
A description of your characters day to day life. <br />
* '''Money:''' xxx<br />
* '''Clothing & Jewelry:''' xxx<br />
* '''Communication:''' xxx<br />
* '''Food:''' xxx<br />
* '''Housing:''' xxx<br />
* '''Days:''' xxx<br />
* '''Evenings:''' xxx<br />
<br />
==Experience==<br />
*0 skill points held in reserve<br />
*0 merit points held in reserve</div>Gyffeshttps://www.oakthorne.net/wiki/index.php?title=Dark_Room_Khamphong_King&diff=65331Dark Room Khamphong King2022-05-07T01:36:52Z<p>Gyffes: </p>
<hr />
<div>{{CoDMageCharacterSheet<br />
|Image=[[Image:Khamphong.jpg|center|350 px]]<br />
|CharacterName=Khamphong "Rose" King<br />
|Virtue=Good Samaritan<br />
|Vice=Rebellious<br />
|Aspirations=*Recover Snowdrop, Raid Aegis Kai Doru Compound, *Get a [[Portland in Shadow|Spirit map of Portland]], *Rescue Alie and Nancy<br />
|Path=Thyrsus<br />
|Order=x<br />
|Cabal=x<br />
|Obsessions=Understand the Dark Room, Understand Connection between Rose and Familiar, Understand my Destiny<br />
|Intelligence=3<br />
|Wits=2<br />
|Resolve=2<br />
|Strength=3<br />
|Dexterity=3<br />
|Stamina=4<br />
|Presence=2<br />
|Manipulation=1<br />
|Composure=3<br />
|MentalSkills=Academics 1, Crafts 1, Medicine 4 (Veterinary), Occult 3, Science 1<br />
|PhysicalSkills=Athletics 3, Brawl 2, Survival 2, Weaponry 4 (Knife; Spear; Staff)<br />
|SocialSkills=Animal Ken 3 (Wild), Empathy 1, Expression 1, Intimidation 1, Persuasion 1<br />
|MentalMerits=Area of Expertise (Knife; Spear; Staff), Favored Weapon (Dad's Ka-bar) (••), Language (Vietnamese) (•), Language (French) (•), Object Fetishism (•)<br />
|PhysicalMerits=–<br />
|SocialMerits=–<br />
|CombatMerits=Armed Defense (•••••), Defensive Combat (Weaponry •), Spear and Bayonet (•••), Staff Fighting (••••)<br />
|AwakenedMerits=Destiny (•••), Familiar (••), High Speech (•), Occultation (•), Shadow Name (••), The Dark Room (•)<br />
|Health=9<br />
|Willpower=5<br />
|Wisdom=7<br />
|Size=5<br />
|Speed=10<br />
|Defense=7<br />
|Armor=0<br />
|Initiative=6<br />
|Gnosis=1<br />
|Mana=10<br />
|Yantras=2<br />
|RitualInterval=3 Hours<br />
|ArcanaLimits=3/2<br />
|Paradox=1<br />
|CombinedSpells=1<br />
|ObsessionsNumber=1<br />
|Arcana=Life 2, Prime 1, Spirit 1<br />
|Rotes=0<br />
|Praxes=Speak with Beasts (Life 1), Sacred Geometry (Prime 1)<br />
|MagicalTools=x<br />
|Attainments=• '''Counterspell:''' Life & Spirit<br>• '''Improved Pattern Restoration:''' Heal bashing damage by spending 1 mana or lethal damage by spending 2. May scour Physical Attribute ratings without lowering derived Traits as a result.<br>• '''Life Armor:''' Add half [Life] to armor and Defense. Use higher of Wits and Dexterity as Defense.<br />
|NimbusTilt={{Tilt-Terror of the Huntress}}<br />
|MageSight={{MageSight-Thyrsus}}<br />
|Legacy=None<br />
|LegacyRulingArcanum=–<br />
|LegacyAttainments=–<br />
|LegacyYantras=–<br />
|LegacyOblations=–<br />
|Conditions=x<br />
<br />
}}<br />
__NOTOC__<br />
<br />
==Background==<br />
'''Age:''' 28<br><br />
Khamphong was born to a Vietnamese mother, and an American father in 1957. Her father was part of the Military Assistance Advisory Group, who were sent as the first wave of American involvement in the Vietnam Conflict in 1955. He was to train the Army of the Republic of Vietnam, as well as relieve the French of their military involvement in the area, as they had to be out of Vietnam in the following year, as per the Geneva Conference. <br />
===Downtime Life===<br />
* '''1976:''' Events of [[Maple Shade]], begins to investigate the disappearance of her father. Discovers he basically abandoned the family. Rose begins to work with Aegis kai Doru, and Shirley joins the hunt as well.<br />
* '''1977:''' Lori files for divorce after Rose finds out about her husband. She begins to go attend temple again with Mary. Rose and Shirley begin to travel further afield on the West Coast, hunting for the Aegis. They maintain a cover identity as a punk band.<br />
* '''1978:''' Holly marries a good Vietnamese boy from temple, and a huge wedding is thrown, to Grandmother's delight. Holly moves in with him and is rarely heard from.<br />
* '''1979:''' Lori meets Leonard "Lennie" Marfield at temple and the two begin dating, much to Rose's horror. Huntress - the band and team of hunters - is formed.<br />
* '''1980:''' Lori and Lennie marry. Grandmother dies. Shortly thereafter, Mt. St. Helens erupts. Tammy disappears shortly thereafter, though she calls from LA, where she is pursuing modeling and acting. Lisa moves in with Viv for a short period of time, who helps her enroll in an art university in San Francisco.<br />
* '''1981:''' x<br />
* '''1982:''' Tammy moves to Reno and establishes herself as an entertainer and entrepreneur.<br />
* '''1983:''' x<br />
* '''1984:''' x<br />
<br />
==Rumors==<br />
* <br />
<br />
==Personality==<br />
* '''Virtue:''' ''Good Samaritan''. Regain all spent Willpower when you stop everything you're doing to help someone else in their time of need, to the possible detriment of yourself.<br />
* '''Vice:''' ''Rebellious''. Regain one spent Willpower when you take an action in direct opposition of what you're told to do.<br />
<br />
* '''Aspirations:''' <br />
** <br />
** <br />
** <br />
** <br />
** <br />
<br />
* '''Integrity: 7'''<br />
* '''Breaking Points:'''<br />
** What is the worst thing your character has personally done? <br />
** What is the worst thing your character can imagine themselves doing?<br />
** What is the worst thing your character has experienced that someone else has done?<br />
** What has your character forgotten?<br />
** What is the most traumatic thing that's ever happened to your character?<br />
<br />
===Equipment===<br />
* '''Possessions''' <br />
**1969 Black Subaru Sambar Van<br />
* '''Armor'''<br />
**SCA Heavy Fighting Armor (Rat 3/2, Str 3, Defense -2, Spd -3) [Torso, Arms]<br />
**Helmet (Rat 2/1, -1 to sight- and hearing-based Perception rolls.) [Head]<br />
**Riot Gear (3/5, Str 2, Def -2, Spd -1) [Torso, Arms, Legs]<br />
* '''Weapons''' <br />
**SCA Heavy Fighting Spear (Dam +1, Init -1, Str 2, Size 4) [Knockdown, Reach, Two-Handed]<br><br />
**SCA Heavy Fighting Sword (Dam +2, Init -2, Str 2, Size 2) [Stun]<br />
**Spear (Dam +2, Init -2, Str 2, Size 4) [Reach, Two-Handed]<br> <br />
**Large Shield (Dam +2, Init -4, Str 3, Size 3) [Concealed]<br> <br />
**Dad's Ka-Bar (Dam +1, Init -1, Str 1, Size 2) [Enhance: Crafts or Survival]<br><br />
* '''Other Notes:'''<br />
===Relics===<br />
* '''''Snowdrop'' (••):''' An ancient weapon wielded by Vietnamese Buddhist sages who fought witches and shapeshifters. Like the snowdrop that hides beneath the snow, waiting to pop up to herald the spring, this blade hides itself from those seeking it. Snowdrop has been a familial relic in Rose's mother's family for generations.<br />
** '''The Hidden Blossom:''' Those who are not looking for a weapon explicitly simply miss seeing it entirely, their gaze passing over it. If someone is actively searching for the blade (visually or by a pat-down), it inflicts a -3 penalty to their attempts to do so.<br />
** '''The Blossom in Spring:''' Though it seems to be a slightly strange spade-headed dagger most of the time, like the snowdrop popping up through the snow, this blade's wooden hilt can be commanded to extend into a full spear! Spend 1 Willpower to turn it from a knife into a spear. Use the normal traits for each.<br />
<br />
===Conditions===<br />
*xxx<br />
<br />
==Merit Details==<br />
* Retainer (••••): Shirley Slaughter (Street Kid)<br />
* Area of Expertise (Spear)<br />
* Language (Vietnamese): Character can speak, read, and write in Vietnamese.<br />
* Language (French): Character can speak, read, and write in French<br />
* Weapon and Shield <br />
**Shield Bash (•): Your character slams her shield into an oncoming opponent, disrupting his attack. When Dodging add her shield’s Size to her pool. If she reduces an opponent’s attack successes to 0 then any additional successes inflict bashing damage.<br />
**Boar's Snout (••): Your character throws everything into a forward charge, trusting in her shield to protect her. Using a weapon and shield, your character can all-out attack and retain her shield’s Size bonus to Defense for the turn. If this maneuver is used the same turn by other allies with shields, then add an additional +1 to Defense for each.<br />
**Pin Weapon (•••): Your character uses her shield to trap an opponent’s weapon. If an opponent misses a melee attack against your character he is automatically disarmed.<br />
**Tortoise Shell (••••): Your character knows how to position herself so that she’s completely protected by her shield. When using a shield she is considered behind cover with Durability equal to the shield’s size plus one for each shield-wielding ally in her immediate vicinity.<br />
* Spear and Bayonet<br />
**Firm Footing (•): Your character braces herself with her weapon to skewer a charging opponent. Any opponent attempting an all-out or charge attack against your character takes her weapon’s damage automatically before he makes his attack roll. Armor subtracts from this, but then will not apply to any attacks your character makes in the same turn.<br />
**Keep at Bay (••): Your character can threaten an opponent with her weapon to prevent maneuvering. Choose an opponent with a shorter weapon; if that opponent takes any action other than backing away or Dodging he loses his Defense against your character’s next attack.<br />
**Strike and Develop (•••): Your character stabs an opponent with her weapon then turns the blade before removing it, leaving a more grisly wound. Attacks made with her weapon that inflict lethal damage causes the victim to bleed out, causing one point of lethal damage for a number of turns equal to her successes on the attack roll. Subsequent attacks can add to the total number of turns but never cause more than one point of lethal damage per turn in bleeding to the victim. She loses her Defense any turn she uses this maneuver. Drawback: Spend a point of Willpower to activate this maneuver.<br />
*Phalanx Fighter: Your character is trained to wield a spear alongside a shield. She does not increase her spear’s Strength requirement for using it one-handed as long as she’s also using a shield. She can use a spear for any Weapon and Shield maneuvers.<br />
<br />
==XXX (Familiar)==<br />
===Sabrefang (''Kuk Uhur'') (Rank 1 Nature Spirit)===<br />
[[Image:Sabrefang-familiar.jpg|right|thumb]]<br />
'''Choir of Animals, Cats Descant'''<br><br />
'''Attributes:''' Power 3 • Finesse 3 • Resistance 2<br><br />
'''Essence:''' 10 • '''Corpus:''' 6 • '''Willpower:''' 5 • '''Initiative:''' 5 • '''Defense:''' 3 • '''Speed:''' 16 • '''Size:''' 4<br><br />
'''Ban:''' Cannot enter the lair of another apex predator.<br><br />
'''Bane:''' Teeth and claws of natural predators<br><br />
* ''Contact:'' Must spend 1 WP and make a Power + Resistance roll, at a -[Rank] penalty.<br />
* ''Solidity:'' Solid while spirit is in Twilight<br />
* ''Touch:'' Inflicts 1A while Materialized, and causes Materialized Condition to end. If non-Materialized, inflicts 1L. Inflicts 1L if Fetter touches bane.<br />
* ''Weapon:'' If employed as a weapon, inflicts aggravated for Materialized, or lethal otherwise.<br />
'''Combat:''' ''Power + Finesse'' to attack • Inflict bashing damage<br />
* ''Twilight:'' May only attack and be attacked by other spirits.<br />
* ''Corpus Loss to Lethal or Aggravated:'' If Essence remains, dissolves and enters hibernation in a Conditioned location. If no Essence remains, it is destroyed.<br />
'''Influence:''' Hunting •<br />
* ''1 Essence'' • Roll ''Power + Finesse'' • Add to Defense, make an emotion stronger, or add Rank to Health or Structure for individuals connected to them. <br />
'''Manifestations'''<br />
* ''Discorporate:'' No cost. Spirit can discorporate as though it had lost all Corpus.<br />
* ''Familiar:'' No cost. Spirit is bonded to a mage, preventing Essence bleed. Spirit and mage have a Connected Sympathetic link, may use one another's senses with a reflexive action (casting magic through those senses requires a Reach for remote viewing but not Sympathetic Range Attainment), and can pass Mana and Essence between them (Essence > Mana loses 1 point in exchange). If discorporated, entity will reform in a location bearing the mage's Signature Nimbus. <br />
* ''Reaching:'' Spirit only • 1 Essence • Power + Finesse (- Gauntlet). Spirit applies the Reaching Condition to itself.<br />
'''Numina'''<br />
* ''Animal Control (R):'' 1 Essence; Power + Finesse – target’s Resolve. Spirit exerts control over an animal for the rest of the scene; may exert control over up to [Finesse] animals at once, activating this Numen for each animal.<br />
* ''Camouflage:'' 1 Essence. Spirit blends with background as long as it remains still; those trying to spot the spirit receive a penalty equal to Finesse.<br />
* ''Seek (R):'' 1–2 Essence; Finesse. Spirit detects an event or thing directly related to its influence. This is at a range of two miles, or twenty miles if it spends 2 Essence at activation.<br />
<br />
==Friends and Family==<br />
<br />
<br />
[[Image:MamaKing.jpg|left|thumb|'''Lori King''']]<br />
*Mom - Lan (Lori) King<br />
*Dad - Captain Walter King<br />
[[Image:WalterKing.jpg|right|thumb|'''Cpt. Walter King''']]<br />
*Grandma Minh Chau (Mary) Pham<br />
[[Image:GrandmaKing.jpg|left|thumb|'''Mary Pham''']]<br />
*Aunt Hoang (Holly) Pham<br><br />
[[Image:AuntHolly.jpg|right|thumb|'''Holly Pham''']]<br />
*Aunt Trang (Tammy) Pham<br><br />
[[Image:AuntTammy.jpg|left|thumb|'''Tammy Pham''']]<br />
*Aunt Linh (Lisa) Pham<br><br />
[[Image:AuntLisa.jpg|right|thumb|'''Lisa Pham''']]<br />
*Tenille is an orange Eurasier. Also a she.<br />
[[Image:Tenille.jpg|left|thumb|'''Tenille''']]<br />
<br />
==Experience==<br />
{{Template:MageExperiences<br />
|CurrentBeats=0<br />
|UnspentExperiences=0<br />
|SpentExperiences=x<br />
|Earned=x<br />
|Purchases=x<br />
|ArcaneBeats=0<br />
|ArcaneExperiences=0<br />
|ArcaneSpent=x<br />
}}<br />
<br />
==Lifestyle==<br />
[[Image:xxx.jpg|right|thumb|'''Apartment B14''']]<br />
A description of your characters day to day life. <br />
* '''Money:''' xxx<br />
* '''Clothing & Jewelry:''' xxx<br />
* '''Communication:''' xxx<br />
* '''Food:''' xxx<br />
* '''Housing:''' xxx<br />
* '''Days:''' xxx<br />
* '''Evenings:''' xxx<br />
<br />
==Experience==<br />
*0 skill points held in reserve<br />
*0 merit points held in reserve</div>Gyffeshttps://www.oakthorne.net/wiki/index.php?title=Dark_Room_Khamphong_King&diff=65322Dark Room Khamphong King2022-05-04T20:16:38Z<p>Gyffes: </p>
<hr />
<div>{{CoDMageCharacterSheet<br />
|Image=[[Image:Khamphong.jpg|center|350 px]]<br />
|CharacterName=Khamphong "Rose" King<br />
|Virtue=Good Samaritan<br />
|Vice=Rebellious<br />
|Aspirations=*Recover Snowdrop, Raid Aegis Kai Doru Compound, *Get a Spirit map of Portland, *Rescue Alie and Nancy<br />
|Path=Thyrsus<br />
|Order=x<br />
|Cabal=x<br />
|Obsessions=Understand the Dark Room, Understand Connection between Rose and Familiar, Understand my Destiny<br />
|Intelligence=3<br />
|Wits=2<br />
|Resolve=2<br />
|Strength=3<br />
|Dexterity=3<br />
|Stamina=4<br />
|Presence=2<br />
|Manipulation=1<br />
|Composure=3<br />
|MentalSkills=Academics 1, Crafts 1, Medicine 4 (Veterinary), Occult 3, Science 1<br />
|PhysicalSkills=Athletics 3, Brawl 2, Survival 2, Weaponry 4 (Knife; Spear; Staff)<br />
|SocialSkills=Animal Ken 3 (Wild), Empathy 1, Expression 1, Intimidation 1, Persuasion 1<br />
|MentalMerits=Area of Expertise (Knife; Spear; Staff), Favored Weapon (Dad's Ka-bar) (••), Language (Vietnamese) (•), Language (French) (•), Object Fetishism (•)<br />
|PhysicalMerits=–<br />
|SocialMerits=–<br />
|CombatMerits=Armed Defense (•••••), Defensive Combat (Weaponry •), Spear and Bayonet (•••), Staff Fighting (••••)<br />
|AwakenedMerits=Destiny (•••), Familiar (••), High Speech (•), Occultation (•), Shadow Name (••), The Dark Room (•)<br />
|Health=9<br />
|Willpower=5<br />
|Wisdom=7<br />
|Size=5<br />
|Speed=10<br />
|Defense=5<br />
|Armor=0<br />
|Initiative=6<br />
|Gnosis=1<br />
|Mana=10<br />
|Yantras=2<br />
|RitualInterval=3 Hours<br />
|ArcanaLimits=3/2<br />
|Paradox=1<br />
|CombinedSpells=1<br />
|ObsessionsNumber=1<br />
|Arcana=Life 2, Prime 1, Spirit 1<br />
|Rotes=0<br />
|Praxes=Speak with Beasts (Life 1), Sacred Geometry (Prime 1)<br />
|MagicalTools=x<br />
|Attainments=• '''Counterspell:''' Life & Spirit<br>• '''Improved Pattern Restoration:''' Heal bashing damage by spending 1 mana or lethal damage by spending 2. May scour Physical Attribute ratings without lowering derived Traits as a result.<br>• '''Life Armor:''' Add half [Life] to armor and Defense. Use higher of Wits and Dexterity as Defense.<br />
|NimbusTilt={{Tilt-Terror of the Huntress}}<br />
|MageSight={{MageSight-Thyrsus}}<br />
|Legacy=None<br />
|LegacyRulingArcanum=–<br />
|LegacyAttainments=–<br />
|LegacyYantras=–<br />
|LegacyOblations=–<br />
|Conditions=x<br />
<br />
}}<br />
__NOTOC__<br />
<br />
==Background==<br />
'''Age:''' 28<br><br />
Khamphong was born to a Vietnamese mother, and an American father in 1957. Her father was part of the Military Assistance Advisory Group, who were sent as the first wave of American involvement in the Vietnam Conflict in 1955. He was to train the Army of the Republic of Vietnam, as well as relieve the French of their military involvement in the area, as they had to be out of Vietnam in the following year, as per the Geneva Conference. <br />
===Downtime Life===<br />
* '''1976:''' Events of [[Maple Shade]], begins to investigate the disappearance of her father. Discovers he basically abandoned the family. Rose begins to work with Aegis kai Doru, and Shirley joins the hunt as well.<br />
* '''1977:''' Lori files for divorce after Rose finds out about her husband. She begins to go attend temple again with Mary. Rose and Shirley begin to travel further afield on the West Coast, hunting for the Aegis. They maintain a cover identity as a punk band.<br />
* '''1978:''' Holly marries a good Vietnamese boy from temple, and a huge wedding is thrown, to Grandmother's delight. Holly moves in with him and is rarely heard from.<br />
* '''1979:''' Lori meets Leonard "Lennie" Marfield at temple and the two begin dating, much to Rose's horror. Huntress - the band and team of hunters - is formed.<br />
* '''1980:''' Lori and Lennie marry. Grandmother dies. Shortly thereafter, Mt. St. Helens erupts. Tammy disappears shortly thereafter, though she calls from LA, where she is pursuing modeling and acting. Lisa moves in with Viv for a short period of time, who helps her enroll in an art university in San Francisco.<br />
* '''1981:''' x<br />
* '''1982:''' Tammy moves to Reno and establishes herself as an entertainer and entrepreneur.<br />
* '''1983:''' x<br />
* '''1984:''' x<br />
<br />
==Rumors==<br />
* <br />
<br />
==Personality==<br />
* '''Virtue:''' ''Good Samaritan''. Regain all spent Willpower when you stop everything you're doing to help someone else in their time of need, to the possible detriment of yourself.<br />
* '''Vice:''' ''Rebellious''. Regain one spent Willpower when you take an action in direct opposition of what you're told to do.<br />
<br />
* '''Aspirations:''' <br />
** <br />
** <br />
** <br />
** <br />
** <br />
<br />
* '''Integrity: 7'''<br />
* '''Breaking Points:'''<br />
** What is the worst thing your character has personally done? <br />
** What is the worst thing your character can imagine themselves doing?<br />
** What is the worst thing your character has experienced that someone else has done?<br />
** What has your character forgotten?<br />
** What is the most traumatic thing that's ever happened to your character?<br />
<br />
===Equipment===<br />
* '''Possessions''' <br />
**1969 Black Subaru Sambar Van<br />
* '''Armor'''<br />
**SCA Heavy Fighting Armor (Rat 3/2, Str 3, Defense -2, Spd -3) [Torso, Arms]<br />
**Helmet (Rat 2/1, -1 to sight- and hearing-based Perception rolls.) [Head]<br />
**Riot Gear (3/5, Str 2, Def -2, Spd -1) [Torso, Arms, Legs]<br />
* '''Weapons''' <br />
**SCA Heavy Fighting Spear (Dam +1, Init -1, Str 2, Size 4) [Knockdown, Reach, Two-Handed]<br><br />
**SCA Heavy Fighting Sword (Dam +2, Init -2, Str 2, Size 2) [Stun]<br />
**Spear (Dam +2, Init -2, Str 2, Size 4) [Reach, Two-Handed]<br> <br />
**Large Shield (Dam +2, Init -4, Str 3, Size 3) [Concealed]<br> <br />
**Dad's Ka-Bar (Dam +1, Init -1, Str 1, Size 2) [Enhance: Crafts or Survival]<br><br />
* '''Other Notes:'''<br />
===Relics===<br />
* '''''Snowdrop'' (••):''' An ancient weapon wielded by Vietnamese Buddhist sages who fought witches and shapeshifters. Like the snowdrop that hides beneath the snow, waiting to pop up to herald the spring, this blade hides itself from those seeking it. Snowdrop has been a familial relic in Rose's mother's family for generations.<br />
** '''The Hidden Blossom:''' Those who are not looking for a weapon explicitly simply miss seeing it entirely, their gaze passing over it. If someone is actively searching for the blade (visually or by a pat-down), it inflicts a -3 penalty to their attempts to do so.<br />
** '''The Blossom in Spring:''' Though it seems to be a slightly strange spade-headed dagger most of the time, like the snowdrop popping up through the snow, this blade's wooden hilt can be commanded to extend into a full spear! Spend 1 Willpower to turn it from a knife into a spear. Use the normal traits for each.<br />
<br />
===Conditions===<br />
*xxx<br />
<br />
==Merit Details==<br />
* Retainer (••••): Shirley Slaughter (Street Kid)<br />
* Area of Expertise (Spear)<br />
* Language (Vietnamese): Character can speak, read, and write in Vietnamese.<br />
* Language (French): Character can speak, read, and write in French<br />
* Weapon and Shield <br />
**Shield Bash (•): Your character slams her shield into an oncoming opponent, disrupting his attack. When Dodging add her shield’s Size to her pool. If she reduces an opponent’s attack successes to 0 then any additional successes inflict bashing damage.<br />
**Boar's Snout (••): Your character throws everything into a forward charge, trusting in her shield to protect her. Using a weapon and shield, your character can all-out attack and retain her shield’s Size bonus to Defense for the turn. If this maneuver is used the same turn by other allies with shields, then add an additional +1 to Defense for each.<br />
**Pin Weapon (•••): Your character uses her shield to trap an opponent’s weapon. If an opponent misses a melee attack against your character he is automatically disarmed.<br />
**Tortoise Shell (••••): Your character knows how to position herself so that she’s completely protected by her shield. When using a shield she is considered behind cover with Durability equal to the shield’s size plus one for each shield-wielding ally in her immediate vicinity.<br />
* Spear and Bayonet<br />
**Firm Footing (•): Your character braces herself with her weapon to skewer a charging opponent. Any opponent attempting an all-out or charge attack against your character takes her weapon’s damage automatically before he makes his attack roll. Armor subtracts from this, but then will not apply to any attacks your character makes in the same turn.<br />
**Keep at Bay (••): Your character can threaten an opponent with her weapon to prevent maneuvering. Choose an opponent with a shorter weapon; if that opponent takes any action other than backing away or Dodging he loses his Defense against your character’s next attack.<br />
**Strike and Develop (•••): Your character stabs an opponent with her weapon then turns the blade before removing it, leaving a more grisly wound. Attacks made with her weapon that inflict lethal damage causes the victim to bleed out, causing one point of lethal damage for a number of turns equal to her successes on the attack roll. Subsequent attacks can add to the total number of turns but never cause more than one point of lethal damage per turn in bleeding to the victim. She loses her Defense any turn she uses this maneuver. Drawback: Spend a point of Willpower to activate this maneuver.<br />
*Phalanx Fighter: Your character is trained to wield a spear alongside a shield. She does not increase her spear’s Strength requirement for using it one-handed as long as she’s also using a shield. She can use a spear for any Weapon and Shield maneuvers.<br />
<br />
==Familiar==<br />
===Sabrefang (''Kuk Uhur'') (Rank 1 Nature Spirit)===<br />
[[Image:Sabrefang-familiar.jpg|right|thumb]]<br />
'''Choir of Animals, Cats Descant'''<br><br />
'''Attributes:''' Power 3 • Finesse 3 • Resistance 2<br><br />
'''Essence:''' 10 • '''Corpus:''' 6 • '''Willpower:''' 5 • '''Initiative:''' 5 • '''Defense:''' 3 • '''Speed:''' 16 • '''Size:''' 4<br><br />
'''Ban:''' Cannot enter the lair of another apex predator.<br><br />
'''Bane:''' Teeth and claws of natural predators<br><br />
* ''Contact:'' Must spend 1 WP and make a Power + Resistance roll, at a -[Rank] penalty.<br />
* ''Solidity:'' Solid while spirit is in Twilight<br />
* ''Touch:'' Inflicts 1A while Materialized, and causes Materialized Condition to end. If non-Materialized, inflicts 1L. Inflicts 1L if Fetter touches bane.<br />
* ''Weapon:'' If employed as a weapon, inflicts aggravated for Materialized, or lethal otherwise.<br />
'''Combat:''' ''Power + Finesse'' to attack • Inflict bashing damage<br />
* ''Twilight:'' May only attack and be attacked by other spirits.<br />
* ''Corpus Loss to Lethal or Aggravated:'' If Essence remains, dissolves and enters hibernation in a Conditioned location. If no Essence remains, it is destroyed.<br />
'''Influence:''' Hunting •<br />
* ''1 Essence'' • Roll ''Power + Finesse'' • Add to Defense, make an emotion stronger, or add Rank to Health or Structure for individuals connected to them. <br />
'''Manifestations'''<br />
* ''Discorporate:'' No cost. Spirit can discorporate as though it had lost all Corpus.<br />
* ''Familiar:'' No cost. Spirit is bonded to a mage, preventing Essence bleed. Spirit and mage have a Connected Sympathetic link, may use one another's senses with a reflexive action (casting magic through those senses requires a Reach for remote viewing but not Sympathetic Range Attainment), and can pass Mana and Essence between them (Essence > Mana loses 1 point in exchange). If discorporated, entity will reform in a location bearing the mage's Signature Nimbus. <br />
* ''Reaching:'' Spirit only • 1 Essence • Power + Finesse (- Gauntlet). Spirit applies the Reaching Condition to itself.<br />
'''Numina'''<br />
* ''Animal Control (R):'' 1 Essence; Power + Finesse – target’s Resolve. Spirit exerts control over an animal for the rest of the scene; may exert control over up to [Finesse] animals at once, activating this Numen for each animal.<br />
* ''Camouflage:'' 1 Essence. Spirit blends with background as long as it remains still; those trying to spot the spirit receive a penalty equal to Finesse.<br />
* ''Seek (R):'' 1–2 Essence; Finesse. Spirit detects an event or thing directly related to its influence. This is at a range of two miles, or twenty miles if it spends 2 Essence at activation.<br />
<br />
==Friends and Family==<br />
<br />
<br />
[[Image:MamaKing.jpg|left|thumb|'''Lori King''']]<br />
*Mom - Lan (Lori) King<br />
*Dad - Captain Walter King<br />
[[Image:WalterKing.jpg|right|thumb|'''Cpt. Walter King''']]<br />
*Grandma Minh Chau (Mary) Pham<br />
[[Image:GrandmaKing.jpg|left|thumb|'''Mary Pham''']]<br />
*Aunt Hoang (Holly) Pham<br><br />
[[Image:AuntHolly.jpg|right|thumb|'''Holly Pham''']]<br />
*Aunt Trang (Tammy) Pham<br><br />
[[Image:AuntTammy.jpg|left|thumb|'''Tammy Pham''']]<br />
*Aunt Linh (Lisa) Pham<br><br />
[[Image:AuntLisa.jpg|right|thumb|'''Lisa Pham''']]<br />
*Tenille is an orange Eurasier. Also a she.<br />
[[Image:Tenille.jpg|left|thumb|'''Tenille''']]<br />
<br />
==Experience==<br />
{{Template:MageExperiences<br />
|CurrentBeats=0<br />
|UnspentExperiences=0<br />
|SpentExperiences=x<br />
|Earned=x<br />
|Purchases=x<br />
|ArcaneBeats=0<br />
|ArcaneExperiences=0<br />
|ArcaneSpent=x<br />
}}<br />
<br />
==Lifestyle==<br />
[[Image:xxx.jpg|right|thumb|'''Apartment B14''']]<br />
A description of your characters day to day life. <br />
* '''Money:''' xxx<br />
* '''Clothing & Jewelry:''' xxx<br />
* '''Communication:''' xxx<br />
* '''Food:''' xxx<br />
* '''Housing:''' xxx<br />
* '''Days:''' xxx<br />
* '''Evenings:''' xxx<br />
<br />
==Experience==<br />
*0 skill points held in reserve<br />
*0 merit points held in reserve</div>Gyffeshttps://www.oakthorne.net/wiki/index.php?title=Dark_Room_Khamphong_King&diff=65321Dark Room Khamphong King2022-05-04T18:18:18Z<p>Gyffes: </p>
<hr />
<div>{{CoDMageCharacterSheet<br />
|Image=[[Image:Khamphong.jpg|center|350 px]]<br />
|CharacterName=Khamphong "Rose" King<br />
|Virtue=Good Samaritan<br />
|Vice=Rebellious<br />
|Aspirations=*Recover Snowdrop, Raid Aegis Kai Doru Compound, *Get a Spirit map of Portland, *Rescue Alie and Nancy<br />
|Path=Thyrsus<br />
|Order=x<br />
|Cabal=x<br />
|Obsessions=Understand the Dark Room, Understand Connection between Rose and Familiar, Understand my Destiny<br />
|Intelligence=3<br />
|Wits=2<br />
|Resolve=2<br />
|Strength=3<br />
|Dexterity=3<br />
|Stamina=4<br />
|Presence=2<br />
|Manipulation=1<br />
|Composure=3<br />
|MentalSkills=Academics 1, Crafts 1, Medicine 4 (Veterinary), Occult 3, Science 1<br />
|PhysicalSkills=Athletics 3, Brawl 2, Survival 2, Weaponry 4 (Knife; Spear; Staff)<br />
|SocialSkills=Animal Ken 3 (Wild), Empathy 1, Expression 1, Intimidation 1, Persuasion 1<br />
|MentalMerits=Area of Expertise (Knife; Spear; Staff), Favored Weapon (Dad's Ka-bar) (••), Language (Vietnamese) (•), Language (French) (•), Object Fetishism (•)<br />
|PhysicalMerits=–<br />
|SocialMerits=–<br />
|CombatMerits=Armed Defense (•••••), Defensive Combat (Weaponry •), Spear and Bayonet (•••), Staff Fighting (••••)<br />
|AwakenedMerits=Destiny (•••), Familiar (••), High Speech (•), Occultation (•), Shadow Name (••), The Dark Room (•)<br />
|Health=8<br />
|Willpower=5<br />
|Wisdom=7<br />
|Size=5<br />
|Speed=10<br />
|Defense=5<br />
|Armor=0<br />
|Initiative=6<br />
|Gnosis=1<br />
|Mana=10<br />
|Yantras=2<br />
|RitualInterval=3 Hours<br />
|ArcanaLimits=3/2<br />
|Paradox=1<br />
|CombinedSpells=1<br />
|ObsessionsNumber=1<br />
|Arcana=Life 2, Prime 1, Spirit 1<br />
|Rotes=0<br />
|Praxes=Speak with Beasts (Life 1), Sacred Geometry (Prime 1)<br />
|MagicalTools=x<br />
|Attainments=• '''Counterspell:''' Life & Spirit<br>• '''Improved Pattern Restoration:''' Heal bashing damage by spending 1 mana or lethal damage by spending 2. May scour Physical Attribute ratings without lowering derived Traits as a result.<br>• '''Life Armor:''' Add half [Life] to armor and Defense. Use higher of Wits and Dexterity as Defense.<br />
|NimbusTilt={{Tilt-Terror of the Huntress}}<br />
|MageSight={{MageSight-Thyrsus}}<br />
|Legacy=None<br />
|LegacyRulingArcanum=–<br />
|LegacyAttainments=–<br />
|LegacyYantras=–<br />
|LegacyOblations=–<br />
|Conditions=x<br />
<br />
}}<br />
__NOTOC__<br />
<br />
==Background==<br />
'''Age:''' 28<br><br />
Khamphong was born to a Vietnamese mother, and an American father in 1957. Her father was part of the Military Assistance Advisory Group, who were sent as the first wave of American involvement in the Vietnam Conflict in 1955. He was to train the Army of the Republic of Vietnam, as well as relieve the French of their military involvement in the area, as they had to be out of Vietnam in the following year, as per the Geneva Conference. <br />
===Downtime Life===<br />
* '''1976:''' Events of [[Maple Shade]], begins to investigate the disappearance of her father. Discovers he basically abandoned the family. Rose begins to work with Aegis kai Doru, and Shirley joins the hunt as well.<br />
* '''1977:''' Lori files for divorce after Rose finds out about her husband. She begins to go attend temple again with Mary. Rose and Shirley begin to travel further afield on the West Coast, hunting for the Aegis. They maintain a cover identity as a punk band.<br />
* '''1978:''' Holly marries a good Vietnamese boy from temple, and a huge wedding is thrown, to Grandmother's delight. Holly moves in with him and is rarely heard from.<br />
* '''1979:''' Lori meets Leonard "Lennie" Marfield at temple and the two begin dating, much to Rose's horror. Huntress - the band and team of hunters - is formed.<br />
* '''1980:''' Lori and Lennie marry. Grandmother dies. Shortly thereafter, Mt. St. Helens erupts. Tammy disappears shortly thereafter, though she calls from LA, where she is pursuing modeling and acting. Lisa moves in with Viv for a short period of time, who helps her enroll in an art university in San Francisco.<br />
* '''1981:''' x<br />
* '''1982:''' Tammy moves to Reno and establishes herself as an entertainer and entrepreneur.<br />
* '''1983:''' x<br />
* '''1984:''' x<br />
<br />
==Rumors==<br />
* <br />
<br />
==Personality==<br />
* '''Virtue:''' ''Good Samaritan''. Regain all spent Willpower when you stop everything you're doing to help someone else in their time of need, to the possible detriment of yourself.<br />
* '''Vice:''' ''Rebellious''. Regain one spent Willpower when you take an action in direct opposition of what you're told to do.<br />
<br />
* '''Aspirations:''' <br />
** <br />
** <br />
** <br />
** <br />
** <br />
<br />
* '''Integrity: 7'''<br />
* '''Breaking Points:'''<br />
** What is the worst thing your character has personally done? <br />
** What is the worst thing your character can imagine themselves doing?<br />
** What is the worst thing your character has experienced that someone else has done?<br />
** What has your character forgotten?<br />
** What is the most traumatic thing that's ever happened to your character?<br />
<br />
===Equipment===<br />
* '''Possessions''' <br />
**1969 Black Subaru Sambar Van<br />
* '''Armor'''<br />
**SCA Heavy Fighting Armor (Rat 3/2, Str 3, Defense -2, Spd -3) [Torso, Arms]<br />
**Helmet (Rat 2/1, -1 to sight- and hearing-based Perception rolls.) [Head]<br />
**Riot Gear (3/5, Str 2, Def -2, Spd -1) [Torso, Arms, Legs]<br />
* '''Weapons''' <br />
**SCA Heavy Fighting Spear (Dam +1, Init -1, Str 2, Size 4) [Knockdown, Reach, Two-Handed]<br><br />
**SCA Heavy Fighting Sword (Dam +2, Init -2, Str 2, Size 2) [Stun]<br />
**Spear (Dam +2, Init -2, Str 2, Size 4) [Reach, Two-Handed]<br> <br />
**Large Shield (Dam +2, Init -4, Str 3, Size 3) [Concealed]<br> <br />
**Dad's Ka-Bar (Dam +1, Init -1, Str 1, Size 2) [Enhance: Crafts or Survival]<br><br />
* '''Other Notes:'''<br />
===Relics===<br />
* '''''Snowdrop'' (••):''' An ancient weapon wielded by Vietnamese Buddhist sages who fought witches and shapeshifters. Like the snowdrop that hides beneath the snow, waiting to pop up to herald the spring, this blade hides itself from those seeking it. Snowdrop has been a familial relic in Rose's mother's family for generations.<br />
** '''The Hidden Blossom:''' Those who are not looking for a weapon explicitly simply miss seeing it entirely, their gaze passing over it. If someone is actively searching for the blade (visually or by a pat-down), it inflicts a -3 penalty to their attempts to do so.<br />
** '''The Blossom in Spring:''' Though it seems to be a slightly strange spade-headed dagger most of the time, like the snowdrop popping up through the snow, this blade's wooden hilt can be commanded to extend into a full spear! Spend 1 Willpower to turn it from a knife into a spear. Use the normal traits for each.<br />
<br />
===Conditions===<br />
*xxx<br />
<br />
==Merit Details==<br />
* Retainer (••••): Shirley Slaughter (Street Kid)<br />
* Area of Expertise (Spear)<br />
* Language (Vietnamese): Character can speak, read, and write in Vietnamese.<br />
* Language (French): Character can speak, read, and write in French<br />
* Weapon and Shield <br />
**Shield Bash (•): Your character slams her shield into an oncoming opponent, disrupting his attack. When Dodging add her shield’s Size to her pool. If she reduces an opponent’s attack successes to 0 then any additional successes inflict bashing damage.<br />
**Boar's Snout (••): Your character throws everything into a forward charge, trusting in her shield to protect her. Using a weapon and shield, your character can all-out attack and retain her shield’s Size bonus to Defense for the turn. If this maneuver is used the same turn by other allies with shields, then add an additional +1 to Defense for each.<br />
**Pin Weapon (•••): Your character uses her shield to trap an opponent’s weapon. If an opponent misses a melee attack against your character he is automatically disarmed.<br />
**Tortoise Shell (••••): Your character knows how to position herself so that she’s completely protected by her shield. When using a shield she is considered behind cover with Durability equal to the shield’s size plus one for each shield-wielding ally in her immediate vicinity.<br />
* Spear and Bayonet<br />
**Firm Footing (•): Your character braces herself with her weapon to skewer a charging opponent. Any opponent attempting an all-out or charge attack against your character takes her weapon’s damage automatically before he makes his attack roll. Armor subtracts from this, but then will not apply to any attacks your character makes in the same turn.<br />
**Keep at Bay (••): Your character can threaten an opponent with her weapon to prevent maneuvering. Choose an opponent with a shorter weapon; if that opponent takes any action other than backing away or Dodging he loses his Defense against your character’s next attack.<br />
**Strike and Develop (•••): Your character stabs an opponent with her weapon then turns the blade before removing it, leaving a more grisly wound. Attacks made with her weapon that inflict lethal damage causes the victim to bleed out, causing one point of lethal damage for a number of turns equal to her successes on the attack roll. Subsequent attacks can add to the total number of turns but never cause more than one point of lethal damage per turn in bleeding to the victim. She loses her Defense any turn she uses this maneuver. Drawback: Spend a point of Willpower to activate this maneuver.<br />
*Phalanx Fighter: Your character is trained to wield a spear alongside a shield. She does not increase her spear’s Strength requirement for using it one-handed as long as she’s also using a shield. She can use a spear for any Weapon and Shield maneuvers.<br />
<br />
==Familiar==<br />
===Sabrefang (''Kuk Uhur'') (Rank 1 Nature Spirit)===<br />
[[Image:Sabrefang-familiar.jpg|right|thumb]]<br />
'''Choir of Animals, Cats Descant'''<br><br />
'''Attributes:''' Power 3 • Finesse 3 • Resistance 2<br><br />
'''Essence:''' 10 • '''Corpus:''' 6 • '''Willpower:''' 5 • '''Initiative:''' 5 • '''Defense:''' 3 • '''Speed:''' 16 • '''Size:''' 4<br><br />
'''Ban:''' Cannot enter the lair of another apex predator.<br><br />
'''Bane:''' Teeth and claws of natural predators<br><br />
* ''Contact:'' Must spend 1 WP and make a Power + Resistance roll, at a -[Rank] penalty.<br />
* ''Solidity:'' Solid while spirit is in Twilight<br />
* ''Touch:'' Inflicts 1A while Materialized, and causes Materialized Condition to end. If non-Materialized, inflicts 1L. Inflicts 1L if Fetter touches bane.<br />
* ''Weapon:'' If employed as a weapon, inflicts aggravated for Materialized, or lethal otherwise.<br />
'''Combat:''' ''Power + Finesse'' to attack • Inflict bashing damage<br />
* ''Twilight:'' May only attack and be attacked by other spirits.<br />
* ''Corpus Loss to Lethal or Aggravated:'' If Essence remains, dissolves and enters hibernation in a Conditioned location. If no Essence remains, it is destroyed.<br />
'''Influence:''' Hunting •<br />
* ''1 Essence'' • Roll ''Power + Finesse'' • Add to Defense, make an emotion stronger, or add Rank to Health or Structure for individuals connected to them. <br />
'''Manifestations'''<br />
* ''Discorporate:'' No cost. Spirit can discorporate as though it had lost all Corpus.<br />
* ''Familiar:'' No cost. Spirit is bonded to a mage, preventing Essence bleed. Spirit and mage have a Connected Sympathetic link, may use one another's senses with a reflexive action (casting magic through those senses requires a Reach for remote viewing but not Sympathetic Range Attainment), and can pass Mana and Essence between them (Essence > Mana loses 1 point in exchange). If discorporated, entity will reform in a location bearing the mage's Signature Nimbus. <br />
* ''Reaching:'' Spirit only • 1 Essence • Power + Finesse (- Gauntlet). Spirit applies the Reaching Condition to itself.<br />
'''Numina'''<br />
* ''Animal Control (R):'' 1 Essence; Power + Finesse – target’s Resolve. Spirit exerts control over an animal for the rest of the scene; may exert control over up to [Finesse] animals at once, activating this Numen for each animal.<br />
* ''Camouflage:'' 1 Essence. Spirit blends with background as long as it remains still; those trying to spot the spirit receive a penalty equal to Finesse.<br />
* ''Seek (R):'' 1–2 Essence; Finesse. Spirit detects an event or thing directly related to its influence. This is at a range of two miles, or twenty miles if it spends 2 Essence at activation.<br />
<br />
==Friends and Family==<br />
<br />
<br />
[[Image:MamaKing.jpg|left|thumb|'''Lori King''']]<br />
*Mom - Lan (Lori) King<br />
*Dad - Captain Walter King<br />
[[Image:WalterKing.jpg|right|thumb|'''Cpt. Walter King''']]<br />
*Grandma Minh Chau (Mary) Pham<br />
[[Image:GrandmaKing.jpg|left|thumb|'''Mary Pham''']]<br />
*Aunt Hoang (Holly) Pham<br><br />
[[Image:AuntHolly.jpg|right|thumb|'''Holly Pham''']]<br />
*Aunt Trang (Tammy) Pham<br><br />
[[Image:AuntTammy.jpg|left|thumb|'''Tammy Pham''']]<br />
*Aunt Linh (Lisa) Pham<br><br />
[[Image:AuntLisa.jpg|right|thumb|'''Lisa Pham''']]<br />
*Tenille is an orange Eurasier. Also a she.<br />
[[Image:Tenille.jpg|left|thumb|'''Tenille''']]<br />
<br />
==Experience==<br />
{{Template:MageExperiences<br />
|CurrentBeats=0<br />
|UnspentExperiences=0<br />
|SpentExperiences=x<br />
|Earned=x<br />
|Purchases=x<br />
|ArcaneBeats=0<br />
|ArcaneExperiences=0<br />
|ArcaneSpent=x<br />
}}<br />
<br />
==Lifestyle==<br />
[[Image:xxx.jpg|right|thumb|'''Apartment B14''']]<br />
A description of your characters day to day life. <br />
* '''Money:''' xxx<br />
* '''Clothing & Jewelry:''' xxx<br />
* '''Communication:''' xxx<br />
* '''Food:''' xxx<br />
* '''Housing:''' xxx<br />
* '''Days:''' xxx<br />
* '''Evenings:''' xxx<br />
<br />
==Experience==<br />
*0 skill points held in reserve<br />
*0 merit points held in reserve</div>Gyffeshttps://www.oakthorne.net/wiki/index.php?title=Dark_Room_Khamphong_King&diff=65320Dark Room Khamphong King2022-05-04T17:53:26Z<p>Gyffes: </p>
<hr />
<div>{{CoDMageCharacterSheet<br />
|Image=[[Image:Khamphong.jpg|center|350 px]]<br />
|CharacterName=Khamphong "Rose" King<br />
|Virtue=Good Samaritan<br />
|Vice=Rebellious<br />
|Aspirations=*Recover Snowdrop, Raid Aegis Kai Doru Compound, *Get a Spirit map of Portland, *Rescue Alie and Nancy<br />
|Path=Thyrsus<br />
|Order=x<br />
|Cabal=x<br />
|Obsessions=Understand the Dark Room, Understand Connection between Rose and Familiar, Understand my Destiny<br />
|Intelligence=3<br />
|Wits=2<br />
|Resolve=2<br />
|Strength=3<br />
|Dexterity=3<br />
|Stamina=4<br />
|Presence=2<br />
|Manipulation=1<br />
|Composure=3<br />
|MentalSkills=Academics 1, Crafts 1, Medicine 4 (Veterinary), Occult 3, Science 1<br />
|PhysicalSkills=Athletics 3, Brawl 2, Survival 2, Weaponry 4 (Spear; Knife; Staff)<br />
|SocialSkills=Animal Ken 3 (Wild), Empathy 1, Expression 1, Intimidation 1, Persuasion 1<br />
|MentalMerits=Area of Expertise (Knife; Spear; Staff), Favored Weapon (Dad's Ka-bar) (••), Language (Vietnamese) (•), Language (French) (•), Object Fetishism (•)<br />
|PhysicalMerits=–<br />
|SocialMerits=–<br />
|CombatMerits=Armed Defense (•••••), Defensive Combat (Weaponry •), Spear and Bayonet (•••), Staff Fighting (••••)<br />
|AwakenedMerits=Destiny (•••), Familiar (••), High Speech (•), Occultation (•), Shadow Name (••), The Dark Room (•)<br />
|Health=8<br />
|Willpower=5<br />
|Wisdom=7<br />
|Size=5<br />
|Speed=10<br />
|Defense=5<br />
|Armor=0<br />
|Initiative=6<br />
|Gnosis=1<br />
|Mana=10<br />
|Yantras=2<br />
|RitualInterval=3 Hours<br />
|ArcanaLimits=3/2<br />
|Paradox=1<br />
|CombinedSpells=1<br />
|ObsessionsNumber=1<br />
|Arcana=Life 2, Prime 1, Spirit 1<br />
|Rotes=0<br />
|Praxes=Speak with Beasts (Life 1), Sacred Geometry (Prime 1)<br />
|MagicalTools=x<br />
|Attainments=• '''Counterspell:''' Life & Spirit<br>• '''Improved Pattern Restoration:''' Heal bashing damage by spending 1 mana or lethal damage by spending 2. May scour Physical Attribute ratings without lowering derived Traits as a result.<br>• '''Life Armor:''' Add half [Life] to armor and Defense. Use higher of Wits and Dexterity as Defense.<br />
|NimbusTilt={{Tilt-Terror of the Huntress}}<br />
|MageSight={{MageSight-Thyrsus}}<br />
|Legacy=None<br />
|LegacyRulingArcanum=–<br />
|LegacyAttainments=–<br />
|LegacyYantras=–<br />
|LegacyOblations=–<br />
|Conditions=x<br />
<br />
}}<br />
__NOTOC__<br />
<br />
==Background==<br />
'''Age:''' 28<br><br />
Khamphong was born to a Vietnamese mother, and an American father in 1957. Her father was part of the Military Assistance Advisory Group, who were sent as the first wave of American involvement in the Vietnam Conflict in 1955. He was to train the Army of the Republic of Vietnam, as well as relieve the French of their military involvement in the area, as they had to be out of Vietnam in the following year, as per the Geneva Conference. <br />
===Downtime Life===<br />
* '''1976:''' Events of [[Maple Shade]], begins to investigate the disappearance of her father. Discovers he basically abandoned the family. Rose begins to work with Aegis kai Doru, and Shirley joins the hunt as well.<br />
* '''1977:''' Lori files for divorce after Rose finds out about her husband. She begins to go attend temple again with Mary. Rose and Shirley begin to travel further afield on the West Coast, hunting for the Aegis. They maintain a cover identity as a punk band.<br />
* '''1978:''' Holly marries a good Vietnamese boy from temple, and a huge wedding is thrown, to Grandmother's delight. Holly moves in with him and is rarely heard from.<br />
* '''1979:''' Lori meets Leonard "Lennie" Marfield at temple and the two begin dating, much to Rose's horror. Huntress - the band and team of hunters - is formed.<br />
* '''1980:''' Lori and Lennie marry. Grandmother dies. Shortly thereafter, Mt. St. Helens erupts. Tammy disappears shortly thereafter, though she calls from LA, where she is pursuing modeling and acting. Lisa moves in with Viv for a short period of time, who helps her enroll in an art university in San Francisco.<br />
* '''1981:''' x<br />
* '''1982:''' Tammy moves to Reno and establishes herself as an entertainer and entrepreneur.<br />
* '''1983:''' x<br />
* '''1984:''' x<br />
<br />
==Rumors==<br />
* <br />
<br />
==Personality==<br />
* '''Virtue:''' ''Good Samaritan''. Regain all spent Willpower when you stop everything you're doing to help someone else in their time of need, to the possible detriment of yourself.<br />
* '''Vice:''' ''Rebellious''. Regain one spent Willpower when you take an action in direct opposition of what you're told to do.<br />
<br />
* '''Aspirations:''' <br />
** <br />
** <br />
** <br />
** <br />
** <br />
<br />
* '''Integrity: 7'''<br />
* '''Breaking Points:'''<br />
** What is the worst thing your character has personally done? <br />
** What is the worst thing your character can imagine themselves doing?<br />
** What is the worst thing your character has experienced that someone else has done?<br />
** What has your character forgotten?<br />
** What is the most traumatic thing that's ever happened to your character?<br />
<br />
===Equipment===<br />
* '''Possessions''' <br />
**1969 Black Subaru Sambar Van<br />
* '''Armor'''<br />
**SCA Heavy Fighting Armor (Rat 3/2, Str 3, Defense -2, Spd -3) [Torso, Arms]<br />
**Helmet (Rat 2/1, -1 to sight- and hearing-based Perception rolls.) [Head]<br />
**Riot Gear (3/5, Str 2, Def -2, Spd -1) [Torso, Arms, Legs]<br />
* '''Weapons''' <br />
**SCA Heavy Fighting Spear (Dam +1, Init -1, Str 2, Size 4) [Knockdown, Reach, Two-Handed]<br><br />
**SCA Heavy Fighting Sword (Dam +2, Init -2, Str 2, Size 2) [Stun]<br />
**Spear (Dam +2, Init -2, Str 2, Size 4) [Reach, Two-Handed]<br> <br />
**Large Shield (Dam +2, Init -4, Str 3, Size 3) [Concealed]<br> <br />
**Dad's Ka-Bar (Dam +1, Init -1, Str 1, Size 2) [Enhance: Crafts or Survival]<br><br />
* '''Other Notes:'''<br />
===Relics===<br />
* '''''Snowdrop'' (••):''' An ancient weapon wielded by Vietnamese Buddhist sages who fought witches and shapeshifters. Like the snowdrop that hides beneath the snow, waiting to pop up to herald the spring, this blade hides itself from those seeking it. Snowdrop has been a familial relic in Rose's mother's family for generations.<br />
** '''The Hidden Blossom:''' Those who are not looking for a weapon explicitly simply miss seeing it entirely, their gaze passing over it. If someone is actively searching for the blade (visually or by a pat-down), it inflicts a -3 penalty to their attempts to do so.<br />
** '''The Blossom in Spring:''' Though it seems to be a slightly strange spade-headed dagger most of the time, like the snowdrop popping up through the snow, this blade's wooden hilt can be commanded to extend into a full spear! Spend 1 Willpower to turn it from a knife into a spear. Use the normal traits for each.<br />
<br />
===Conditions===<br />
*xxx<br />
<br />
==Merit Details==<br />
* Retainer (••••): Shirley Slaughter (Street Kid)<br />
* Area of Expertise (Spear)<br />
* Language (Vietnamese): Character can speak, read, and write in Vietnamese.<br />
* Language (French): Character can speak, read, and write in French<br />
* Weapon and Shield <br />
**Shield Bash (•): Your character slams her shield into an oncoming opponent, disrupting his attack. When Dodging add her shield’s Size to her pool. If she reduces an opponent’s attack successes to 0 then any additional successes inflict bashing damage.<br />
**Boar's Snout (••): Your character throws everything into a forward charge, trusting in her shield to protect her. Using a weapon and shield, your character can all-out attack and retain her shield’s Size bonus to Defense for the turn. If this maneuver is used the same turn by other allies with shields, then add an additional +1 to Defense for each.<br />
**Pin Weapon (•••): Your character uses her shield to trap an opponent’s weapon. If an opponent misses a melee attack against your character he is automatically disarmed.<br />
**Tortoise Shell (••••): Your character knows how to position herself so that she’s completely protected by her shield. When using a shield she is considered behind cover with Durability equal to the shield’s size plus one for each shield-wielding ally in her immediate vicinity.<br />
* Spear and Bayonet<br />
**Firm Footing (•): Your character braces herself with her weapon to skewer a charging opponent. Any opponent attempting an all-out or charge attack against your character takes her weapon’s damage automatically before he makes his attack roll. Armor subtracts from this, but then will not apply to any attacks your character makes in the same turn.<br />
**Keep at Bay (••): Your character can threaten an opponent with her weapon to prevent maneuvering. Choose an opponent with a shorter weapon; if that opponent takes any action other than backing away or Dodging he loses his Defense against your character’s next attack.<br />
**Strike and Develop (•••): Your character stabs an opponent with her weapon then turns the blade before removing it, leaving a more grisly wound. Attacks made with her weapon that inflict lethal damage causes the victim to bleed out, causing one point of lethal damage for a number of turns equal to her successes on the attack roll. Subsequent attacks can add to the total number of turns but never cause more than one point of lethal damage per turn in bleeding to the victim. She loses her Defense any turn she uses this maneuver. Drawback: Spend a point of Willpower to activate this maneuver.<br />
*Phalanx Fighter: Your character is trained to wield a spear alongside a shield. She does not increase her spear’s Strength requirement for using it one-handed as long as she’s also using a shield. She can use a spear for any Weapon and Shield maneuvers.<br />
<br />
==Familiar==<br />
===Sabrefang (''Kuk Uhur'') (Rank 1 Nature Spirit)===<br />
[[Image:Sabrefang-familiar.jpg|right|thumb]]<br />
'''Choir of Animals, Cats Descant'''<br><br />
'''Attributes:''' Power 3 • Finesse 3 • Resistance 2<br><br />
'''Essence:''' 10 • '''Corpus:''' 6 • '''Willpower:''' 5 • '''Initiative:''' 5 • '''Defense:''' 3 • '''Speed:''' 16 • '''Size:''' 4<br><br />
'''Ban:''' Cannot enter the lair of another apex predator.<br><br />
'''Bane:''' Teeth and claws of natural predators<br><br />
* ''Contact:'' Must spend 1 WP and make a Power + Resistance roll, at a -[Rank] penalty.<br />
* ''Solidity:'' Solid while spirit is in Twilight<br />
* ''Touch:'' Inflicts 1A while Materialized, and causes Materialized Condition to end. If non-Materialized, inflicts 1L. Inflicts 1L if Fetter touches bane.<br />
* ''Weapon:'' If employed as a weapon, inflicts aggravated for Materialized, or lethal otherwise.<br />
'''Combat:''' ''Power + Finesse'' to attack • Inflict bashing damage<br />
* ''Twilight:'' May only attack and be attacked by other spirits.<br />
* ''Corpus Loss to Lethal or Aggravated:'' If Essence remains, dissolves and enters hibernation in a Conditioned location. If no Essence remains, it is destroyed.<br />
'''Influence:''' Hunting •<br />
* ''1 Essence'' • Roll ''Power + Finesse'' • Add to Defense, make an emotion stronger, or add Rank to Health or Structure for individuals connected to them. <br />
'''Manifestations'''<br />
* ''Discorporate:'' No cost. Spirit can discorporate as though it had lost all Corpus.<br />
* ''Familiar:'' No cost. Spirit is bonded to a mage, preventing Essence bleed. Spirit and mage have a Connected Sympathetic link, may use one another's senses with a reflexive action (casting magic through those senses requires a Reach for remote viewing but not Sympathetic Range Attainment), and can pass Mana and Essence between them (Essence > Mana loses 1 point in exchange). If discorporated, entity will reform in a location bearing the mage's Signature Nimbus. <br />
* ''Reaching:'' Spirit only • 1 Essence • Power + Finesse (- Gauntlet). Spirit applies the Reaching Condition to itself.<br />
'''Numina'''<br />
* ''Animal Control (R):'' 1 Essence; Power + Finesse – target’s Resolve. Spirit exerts control over an animal for the rest of the scene; may exert control over up to [Finesse] animals at once, activating this Numen for each animal.<br />
* ''Camouflage:'' 1 Essence. Spirit blends with background as long as it remains still; those trying to spot the spirit receive a penalty equal to Finesse.<br />
* ''Seek (R):'' 1–2 Essence; Finesse. Spirit detects an event or thing directly related to its influence. This is at a range of two miles, or twenty miles if it spends 2 Essence at activation.<br />
<br />
==Friends and Family==<br />
<br />
<br />
[[Image:MamaKing.jpg|left|thumb|'''Lori King''']]<br />
*Mom - Lan (Lori) King<br />
*Dad - Captain Walter King<br />
[[Image:WalterKing.jpg|right|thumb|'''Cpt. Walter King''']]<br />
*Grandma Minh Chau (Mary) Pham<br />
[[Image:GrandmaKing.jpg|left|thumb|'''Mary Pham''']]<br />
*Aunt Hoang (Holly) Pham<br><br />
[[Image:AuntHolly.jpg|right|thumb|'''Holly Pham''']]<br />
*Aunt Trang (Tammy) Pham<br><br />
[[Image:AuntTammy.jpg|left|thumb|'''Tammy Pham''']]<br />
*Aunt Linh (Lisa) Pham<br><br />
[[Image:AuntLisa.jpg|right|thumb|'''Lisa Pham''']]<br />
*Tenille is an orange Eurasier. Also a she.<br />
[[Image:Tenille.jpg|left|thumb|'''Tenille''']]<br />
<br />
==Experience==<br />
{{Template:MageExperiences<br />
|CurrentBeats=0<br />
|UnspentExperiences=0<br />
|SpentExperiences=x<br />
|Earned=x<br />
|Purchases=x<br />
|ArcaneBeats=0<br />
|ArcaneExperiences=0<br />
|ArcaneSpent=x<br />
}}<br />
<br />
==Lifestyle==<br />
[[Image:xxx.jpg|right|thumb|'''Apartment B14''']]<br />
A description of your characters day to day life. <br />
* '''Money:''' xxx<br />
* '''Clothing & Jewelry:''' xxx<br />
* '''Communication:''' xxx<br />
* '''Food:''' xxx<br />
* '''Housing:''' xxx<br />
* '''Days:''' xxx<br />
* '''Evenings:''' xxx<br />
<br />
==Experience==<br />
*0 skill points held in reserve<br />
*0 merit points held in reserve</div>Gyffeshttps://www.oakthorne.net/wiki/index.php?title=Dark_Room_Khamphong_King&diff=65286Dark Room Khamphong King2022-04-23T05:46:56Z<p>Gyffes: </p>
<hr />
<div>{{CoDMageCharacterSheet<br />
|Image=[[Image:Khamphong.jpg|center|350 px]]<br />
|CharacterName=Khamphong "Rose" King<br />
|Virtue=Good Samaritan<br />
|Vice=Rebellious<br />
|Aspirations=*Recover Snowdrop, Raid Aegis Kai Doru Compound, *Get a Spirit map of Portland, *Rescue Alie and Nancy<br />
|Path=Thyrsus<br />
|Order=x<br />
|Cabal=x<br />
|Obsessions=Understand the Dark Room, Understand Connection between Rose and Familiar, Understand my Destiny<br />
|Intelligence=3<br />
|Wits=2<br />
|Resolve=2<br />
|Strength=3<br />
|Dexterity=3<br />
|Stamina=4<br />
|Presence=2<br />
|Manipulation=1<br />
|Composure=3<br />
|MentalSkills=Academics 1, Crafts 1, Medicine 4 (Veterinary), Occult 3, Science 1<br />
|PhysicalSkills=Athletics 3, Brawl 2, Survival 2, Weaponry 4 (Spear; Knife)<br />
|SocialSkills=Animal Ken 3 (Wild), Empathy 1, Expression 1, Intimidation 1, Persuasion 1<br />
|MentalMerits=Area of Expertise (Knife; Spear), Favored Weapon (Dad's Ka-bar) (••), Language (Vietnamese) (•), Language (French) (•), Object Fetishism (•)<br />
|PhysicalMerits=–<br />
|SocialMerits=–<br />
|CombatMerits=Armed Defense (•••••), Defensive Combat (Weaponry •), Spear and Bayonet (•••), Staff Fighting (••••)<br />
|AwakenedMerits=Destiny (•••), Familiar (••), High Speech (•), Occultation (•), Shadow Name (••), The Dark Room (•)<br />
|Health=8<br />
|Willpower=5<br />
|Wisdom=7<br />
|Size=5<br />
|Speed=10<br />
|Defense=5<br />
|Armor=0<br />
|Initiative=6<br />
|Gnosis=1<br />
|Mana=10<br />
|Yantras=2<br />
|RitualInterval=3 Hours<br />
|ArcanaLimits=3/2<br />
|Paradox=1<br />
|CombinedSpells=1<br />
|ObsessionsNumber=1<br />
|Arcana=Life 2, Prime 1, Spirit 1<br />
|Rotes=0<br />
|Praxes=(1)<br />
|MagicalTools=x<br />
|Attainments=• '''Counterspell:''' Life & Spirit<br>• '''Improved Pattern Restoration:''' Heal bashing damage by spending 1 mana or lethal damage by spending 2. May scour Physical Attribute ratings without lowering derived Traits as a result.<br>• '''Life Armor:''' Add half [Life] to armor and Defense. Use higher of Wits and Dexterity as Defense.<br />
|NimbusTilt={{Tilt-Terror of the Huntress}}<br />
|MageSight={{MageSight-Thyrsus}}<br />
|Legacy=None<br />
|LegacyRulingArcanum=–<br />
|LegacyAttainments=–<br />
|LegacyYantras=–<br />
|LegacyOblations=–<br />
|Conditions=x<br />
<br />
}}<br />
__NOTOC__<br />
<br />
==Background==<br />
'''Age:''' 28<br><br />
Khamphong was born to a Vietnamese mother, and an American father in 1957. Her father was part of the Military Assistance Advisory Group, who were sent as the first wave of American involvement in the Vietnam Conflict in 1955. He was to train the Army of the Republic of Vietnam, as well as relieve the French of their military involvement in the area, as they had to be out of Vietnam in the following year, as per the Geneva Conference. <br />
===Downtime Life===<br />
* '''1976:''' Events of [[Maple Shade]], begins to investigate the disappearance of her father. Discovers he basically abandoned the family. Rose begins to work with Aegis kai Doru, and Shirley joins the hunt as well.<br />
* '''1977:''' Lori files for divorce after Rose finds out about her husband. She begins to go attend temple again with Mary. Rose and Shirley begin to travel further afield on the West Coast, hunting for the Aegis. They maintain a cover identity as a punk band.<br />
* '''1978:''' Holly marries a good Vietnamese boy from temple, and a huge wedding is thrown, to Grandmother's delight. Holly moves in with him and is rarely heard from.<br />
* '''1979:''' Lori meets Leonard "Lennie" Marfield at temple and the two begin dating, much to Rose's horror. Huntress - the band and team of hunters - is formed.<br />
* '''1980:''' Lori and Lennie marry. Grandmother dies. Shortly thereafter, Mt. St. Helens erupts. Tammy disappears shortly thereafter, though she calls from LA, where she is pursuing modeling and acting. Lisa moves in with Viv for a short period of time, who helps her enroll in an art university in San Francisco.<br />
* '''1981:''' x<br />
* '''1982:''' Tammy moves to Reno and establishes herself as an entertainer and entrepreneur.<br />
* '''1983:''' x<br />
* '''1984:''' x<br />
<br />
==Rumors==<br />
* <br />
<br />
==Personality==<br />
* '''Virtue:''' ''Good Samaritan''. Regain all spent Willpower when you stop everything you're doing to help someone else in their time of need, to the possible detriment of yourself.<br />
* '''Vice:''' ''Rebellious''. Regain one spent Willpower when you take an action in direct opposition of what you're told to do.<br />
<br />
* '''Aspirations:''' <br />
** <br />
** <br />
** <br />
** <br />
** <br />
<br />
* '''Integrity: 7'''<br />
* '''Breaking Points:'''<br />
** What is the worst thing your character has personally done? <br />
** What is the worst thing your character can imagine themselves doing?<br />
** What is the worst thing your character has experienced that someone else has done?<br />
** What has your character forgotten?<br />
** What is the most traumatic thing that's ever happened to your character?<br />
<br />
===Equipment===<br />
* '''Possessions''' <br />
**1969 Black Subaru Sambar Van<br />
* '''Armor'''<br />
**SCA Heavy Fighting Armor (Rat 3/2, Str 3, Defense -2, Spd -3) [Torso, Arms]<br />
**Helmet (Rat 2/1, -1 to sight- and hearing-based Perception rolls.) [Head]<br />
**Riot Gear (3/5, Str 2, Def -2, Spd -1) [Torso, Arms, Legs]<br />
* '''Weapons''' <br />
**SCA Heavy Fighting Spear (Dam +1, Init -1, Str 2, Size 4) [Knockdown, Reach, Two-Handed]<br><br />
**SCA Heavy Fighting Sword (Dam +2, Init -2, Str 2, Size 2) [Stun]<br />
**Spear (Dam +2, Init -2, Str 2, Size 4) [Reach, Two-Handed]<br> <br />
**Large Shield (Dam +2, Init -4, Str 3, Size 3) [Concealed]<br> <br />
**Dad's Ka-Bar (Dam +1, Init -1, Str 1, Size 2) [Enhance: Crafts or Survival]<br><br />
* '''Other Notes:'''<br />
===Relics===<br />
* '''''Snowdrop'' (••):''' An ancient weapon wielded by Vietnamese Buddhist sages who fought witches and shapeshifters. Like the snowdrop that hides beneath the snow, waiting to pop up to herald the spring, this blade hides itself from those seeking it. Snowdrop has been a familial relic in Rose's mother's family for generations.<br />
** '''The Hidden Blossom:''' Those who are not looking for a weapon explicitly simply miss seeing it entirely, their gaze passing over it. If someone is actively searching for the blade (visually or by a pat-down), it inflicts a -3 penalty to their attempts to do so.<br />
** '''The Blossom in Spring:''' Though it seems to be a slightly strange spade-headed dagger most of the time, like the snowdrop popping up through the snow, this blade's wooden hilt can be commanded to extend into a full spear! Spend 1 Willpower to turn it from a knife into a spear. Use the normal traits for each.<br />
<br />
===Conditions===<br />
*xxx<br />
<br />
==Merit Details==<br />
* Retainer (••••): Shirley Slaughter (Street Kid)<br />
* Area of Expertise (Spear)<br />
* Language (Vietnamese): Character can speak, read, and write in Vietnamese.<br />
* Language (French): Character can speak, read, and write in French<br />
* Weapon and Shield <br />
**Shield Bash (•): Your character slams her shield into an oncoming opponent, disrupting his attack. When Dodging add her shield’s Size to her pool. If she reduces an opponent’s attack successes to 0 then any additional successes inflict bashing damage.<br />
**Boar's Snout (••): Your character throws everything into a forward charge, trusting in her shield to protect her. Using a weapon and shield, your character can all-out attack and retain her shield’s Size bonus to Defense for the turn. If this maneuver is used the same turn by other allies with shields, then add an additional +1 to Defense for each.<br />
**Pin Weapon (•••): Your character uses her shield to trap an opponent’s weapon. If an opponent misses a melee attack against your character he is automatically disarmed.<br />
**Tortoise Shell (••••): Your character knows how to position herself so that she’s completely protected by her shield. When using a shield she is considered behind cover with Durability equal to the shield’s size plus one for each shield-wielding ally in her immediate vicinity.<br />
* Spear and Bayonet<br />
**Firm Footing (•): Your character braces herself with her weapon to skewer a charging opponent. Any opponent attempting an all-out or charge attack against your character takes her weapon’s damage automatically before he makes his attack roll. Armor subtracts from this, but then will not apply to any attacks your character makes in the same turn.<br />
**Keep at Bay (••): Your character can threaten an opponent with her weapon to prevent maneuvering. Choose an opponent with a shorter weapon; if that opponent takes any action other than backing away or Dodging he loses his Defense against your character’s next attack.<br />
**Strike and Develop (•••): Your character stabs an opponent with her weapon then turns the blade before removing it, leaving a more grisly wound. Attacks made with her weapon that inflict lethal damage causes the victim to bleed out, causing one point of lethal damage for a number of turns equal to her successes on the attack roll. Subsequent attacks can add to the total number of turns but never cause more than one point of lethal damage per turn in bleeding to the victim. She loses her Defense any turn she uses this maneuver. Drawback: Spend a point of Willpower to activate this maneuver.<br />
*Phalanx Fighter: Your character is trained to wield a spear alongside a shield. She does not increase her spear’s Strength requirement for using it one-handed as long as she’s also using a shield. She can use a spear for any Weapon and Shield maneuvers.<br />
<br />
==Familiar==<br />
===Sabrefang (''Kuk Uhur'') (Rank 1 Nature Spirit)===<br />
[[Image:Sabrefang-familiar.jpg|right|thumb]]<br />
'''Choir of Animals, Cats Descant'''<br><br />
'''Attributes:''' Power 3 • Finesse 3 • Resistance 2<br><br />
'''Essence:''' 10 • '''Corpus:''' 6 • '''Willpower:''' 5 • '''Initiative:''' 5 • '''Defense:''' 3 • '''Speed:''' 16 • '''Size:''' 4<br><br />
'''Ban:''' Cannot enter the lair of another apex predator.<br><br />
'''Bane:''' Teeth and claws of natural predators<br><br />
* ''Contact:'' Must spend 1 WP and make a Power + Resistance roll, at a -[Rank] penalty.<br />
* ''Solidity:'' Solid while spirit is in Twilight<br />
* ''Touch:'' Inflicts 1A while Materialized, and causes Materialized Condition to end. If non-Materialized, inflicts 1L. Inflicts 1L if Fetter touches bane.<br />
* ''Weapon:'' If employed as a weapon, inflicts aggravated for Materialized, or lethal otherwise.<br />
'''Combat:''' ''Power + Finesse'' to attack • Inflict bashing damage<br />
* ''Twilight:'' May only attack and be attacked by other spirits.<br />
* ''Corpus Loss to Lethal or Aggravated:'' If Essence remains, dissolves and enters hibernation in a Conditioned location. If no Essence remains, it is destroyed.<br />
'''Influence:''' Hunting •<br />
* ''1 Essence'' • Roll ''Power + Finesse'' • Add to Defense, make an emotion stronger, or add Rank to Health or Structure for individuals connected to them. <br />
'''Manifestations'''<br />
* ''Discorporate:'' No cost. Spirit can discorporate as though it had lost all Corpus.<br />
* ''Familiar:'' No cost. Spirit is bonded to a mage, preventing Essence bleed. Spirit and mage have a Connected Sympathetic link, may use one another's senses with a reflexive action (casting magic through those senses requires a Reach for remote viewing but not Sympathetic Range Attainment), and can pass Mana and Essence between them (Essence > Mana loses 1 point in exchange). If discorporated, entity will reform in a location bearing the mage's Signature Nimbus. <br />
* ''Reaching:'' Spirit only • 1 Essence • Power + Finesse (- Gauntlet). Spirit applies the Reaching Condition to itself.<br />
'''Numina'''<br />
* ''Animal Control (R):'' 1 Essence; Power + Finesse – target’s Resolve. Spirit exerts control over an animal for the rest of the scene; may exert control over up to [Finesse] animals at once, activating this Numen for each animal.<br />
* ''Camouflage:'' 1 Essence. Spirit blends with background as long as it remains still; those trying to spot the spirit receive a penalty equal to Finesse.<br />
* ''Seek (R):'' 1–2 Essence; Finesse. Spirit detects an event or thing directly related to its influence. This is at a range of two miles, or twenty miles if it spends 2 Essence at activation.<br />
<br />
==Friends and Family==<br />
<br />
<br />
[[Image:MamaKing.jpg|left|thumb|'''Lori King''']]<br />
*Mom - Lan (Lori) King<br />
*Dad - Captain Walter King<br />
[[Image:WalterKing.jpg|right|thumb|'''Cpt. Walter King''']]<br />
*Grandma Minh Chau (Mary) Pham<br />
[[Image:GrandmaKing.jpg|left|thumb|'''Mary Pham''']]<br />
*Aunt Hoang (Holly) Pham<br><br />
[[Image:AuntHolly.jpg|right|thumb|'''Holly Pham''']]<br />
*Aunt Trang (Tammy) Pham<br><br />
[[Image:AuntTammy.jpg|left|thumb|'''Tammy Pham''']]<br />
*Aunt Linh (Lisa) Pham<br><br />
[[Image:AuntLisa.jpg|right|thumb|'''Lisa Pham''']]<br />
*Tenille is an orange Eurasier. Also a she.<br />
[[Image:Tenille.jpg|left|thumb|'''Tenille''']]<br />
<br />
==Experience==<br />
{{Template:MageExperiences<br />
|CurrentBeats=0<br />
|UnspentExperiences=3<br />
|SpentExperiences=x<br />
|Earned=x<br />
|Purchases=x<br />
|ArcaneBeats=0<br />
|ArcaneExperiences=0<br />
|ArcaneSpent=x<br />
}}<br />
<br />
==Lifestyle==<br />
[[Image:xxx.jpg|right|thumb|'''Apartment B14''']]<br />
A description of your characters day to day life. <br />
* '''Money:''' xxx<br />
* '''Clothing & Jewelry:''' xxx<br />
* '''Communication:''' xxx<br />
* '''Food:''' xxx<br />
* '''Housing:''' xxx<br />
* '''Days:''' xxx<br />
* '''Evenings:''' xxx<br />
<br />
==Experience==<br />
*0 skill points held in reserve<br />
*0 merit points held in reserve</div>Gyffeshttps://www.oakthorne.net/wiki/index.php?title=Dark_Room_Khamphong_King&diff=65285Dark Room Khamphong King2022-04-23T05:44:51Z<p>Gyffes: /* Experience */</p>
<hr />
<div>{{CoDMageCharacterSheet<br />
|Image=[[Image:Khamphong.jpg|center|350 px]]<br />
|CharacterName=Khamphong "Rose" King<br />
|Virtue=Good Samaritan<br />
|Vice=Rebellious<br />
|Aspirations=*Recover Snowdrop, Raid Aegis Kai Doru Compound, *Get a Spirit map of Portland, *Rescue Alie and Nancy<br />
|Path=Thyrsus<br />
|Order=x<br />
|Cabal=x<br />
|Obsessions=Understand the Dark Room, Understand Connection between Rose and Familiar, Understand my Destiny<br />
|Intelligence=3<br />
|Wits=2<br />
|Resolve=2<br />
|Strength=3<br />
|Dexterity=3<br />
|Stamina=4<br />
|Presence=2<br />
|Manipulation=1<br />
|Composure=3<br />
|MentalSkills=Academics 1, Crafts 1, Medicine 4 (Veterinary), Occult 3, Science 1<br />
|PhysicalSkills=Athletics 3, Brawl 2, Survival 2, Weaponry 4 (Spear; Knife)<br />
|SocialSkills=Animal Ken 3 (Wild), Empathy 1, Expression 1, Intimidation 1, Persuasion 1<br />
|MentalMerits=Area of Expertise (Knife; Spear), Favored Weapon (Dad's Ka-bar) (••), Language (Vietnamese) (•), Language (French) (•), Object Fetishism (•)<br />
|PhysicalMerits=–<br />
|SocialMerits=–<br />
|CombatMerits=Armed Defense (•••••), Defensive Combat (Weaponry •), Spear and Bayonet (•••), Staff Fighting (••••)<br />
|AwakenedMerits=Destiny (•••), Familiar (••), High Speech (•), Occultation (•), Shadow Name (••), The Dark Room (•)<br />
|Health=8<br />
|Willpower=5<br />
|Wisdom=7<br />
|Size=5<br />
|Speed=10<br />
|Defense=5<br />
|Armor=0<br />
|Initiative=6<br />
|Gnosis=1<br />
|Mana=10<br />
|Yantras=2<br />
|RitualInterval=3 Hours<br />
|ArcanaLimits=3/2<br />
|Paradox=1<br />
|CombinedSpells=1<br />
|ObsessionsNumber=1<br />
|Arcana=Life 2, Spirit 1<br />
|Rotes=0<br />
|Praxes=(1)<br />
|MagicalTools=x<br />
|Attainments=• '''Counterspell:''' Life & Spirit<br>• '''Improved Pattern Restoration:''' Heal bashing damage by spending 1 mana or lethal damage by spending 2. May scour Physical Attribute ratings without lowering derived Traits as a result.<br>• '''Life Armor:''' Add half [Life] to armor and Defense. Use higher of Wits and Dexterity as Defense.<br />
|NimbusTilt={{Tilt-Terror of the Huntress}}<br />
|MageSight={{MageSight-Thyrsus}}<br />
|Legacy=None<br />
|LegacyRulingArcanum=–<br />
|LegacyAttainments=–<br />
|LegacyYantras=–<br />
|LegacyOblations=–<br />
|Conditions=x<br />
<br />
}}<br />
__NOTOC__<br />
<br />
==Background==<br />
'''Age:''' 28<br><br />
Khamphong was born to a Vietnamese mother, and an American father in 1957. Her father was part of the Military Assistance Advisory Group, who were sent as the first wave of American involvement in the Vietnam Conflict in 1955. He was to train the Army of the Republic of Vietnam, as well as relieve the French of their military involvement in the area, as they had to be out of Vietnam in the following year, as per the Geneva Conference. <br />
===Downtime Life===<br />
* '''1976:''' Events of [[Maple Shade]], begins to investigate the disappearance of her father. Discovers he basically abandoned the family. Rose begins to work with Aegis kai Doru, and Shirley joins the hunt as well.<br />
* '''1977:''' Lori files for divorce after Rose finds out about her husband. She begins to go attend temple again with Mary. Rose and Shirley begin to travel further afield on the West Coast, hunting for the Aegis. They maintain a cover identity as a punk band.<br />
* '''1978:''' Holly marries a good Vietnamese boy from temple, and a huge wedding is thrown, to Grandmother's delight. Holly moves in with him and is rarely heard from.<br />
* '''1979:''' Lori meets Leonard "Lennie" Marfield at temple and the two begin dating, much to Rose's horror. Huntress - the band and team of hunters - is formed.<br />
* '''1980:''' Lori and Lennie marry. Grandmother dies. Shortly thereafter, Mt. St. Helens erupts. Tammy disappears shortly thereafter, though she calls from LA, where she is pursuing modeling and acting. Lisa moves in with Viv for a short period of time, who helps her enroll in an art university in San Francisco.<br />
* '''1981:''' x<br />
* '''1982:''' Tammy moves to Reno and establishes herself as an entertainer and entrepreneur.<br />
* '''1983:''' x<br />
* '''1984:''' x<br />
<br />
==Rumors==<br />
* <br />
<br />
==Personality==<br />
* '''Virtue:''' ''Good Samaritan''. Regain all spent Willpower when you stop everything you're doing to help someone else in their time of need, to the possible detriment of yourself.<br />
* '''Vice:''' ''Rebellious''. Regain one spent Willpower when you take an action in direct opposition of what you're told to do.<br />
<br />
* '''Aspirations:''' <br />
** <br />
** <br />
** <br />
** <br />
** <br />
<br />
* '''Integrity: 7'''<br />
* '''Breaking Points:'''<br />
** What is the worst thing your character has personally done? <br />
** What is the worst thing your character can imagine themselves doing?<br />
** What is the worst thing your character has experienced that someone else has done?<br />
** What has your character forgotten?<br />
** What is the most traumatic thing that's ever happened to your character?<br />
<br />
===Equipment===<br />
* '''Possessions''' <br />
**1969 Black Subaru Sambar Van<br />
* '''Armor'''<br />
**SCA Heavy Fighting Armor (Rat 3/2, Str 3, Defense -2, Spd -3) [Torso, Arms]<br />
**Helmet (Rat 2/1, -1 to sight- and hearing-based Perception rolls.) [Head]<br />
**Riot Gear (3/5, Str 2, Def -2, Spd -1) [Torso, Arms, Legs]<br />
* '''Weapons''' <br />
**SCA Heavy Fighting Spear (Dam +1, Init -1, Str 2, Size 4) [Knockdown, Reach, Two-Handed]<br><br />
**SCA Heavy Fighting Sword (Dam +2, Init -2, Str 2, Size 2) [Stun]<br />
**Spear (Dam +2, Init -2, Str 2, Size 4) [Reach, Two-Handed]<br> <br />
**Large Shield (Dam +2, Init -4, Str 3, Size 3) [Concealed]<br> <br />
**Dad's Ka-Bar (Dam +1, Init -1, Str 1, Size 2) [Enhance: Crafts or Survival]<br><br />
* '''Other Notes:'''<br />
===Relics===<br />
* '''''Snowdrop'' (••):''' An ancient weapon wielded by Vietnamese Buddhist sages who fought witches and shapeshifters. Like the snowdrop that hides beneath the snow, waiting to pop up to herald the spring, this blade hides itself from those seeking it. Snowdrop has been a familial relic in Rose's mother's family for generations.<br />
** '''The Hidden Blossom:''' Those who are not looking for a weapon explicitly simply miss seeing it entirely, their gaze passing over it. If someone is actively searching for the blade (visually or by a pat-down), it inflicts a -3 penalty to their attempts to do so.<br />
** '''The Blossom in Spring:''' Though it seems to be a slightly strange spade-headed dagger most of the time, like the snowdrop popping up through the snow, this blade's wooden hilt can be commanded to extend into a full spear! Spend 1 Willpower to turn it from a knife into a spear. Use the normal traits for each.<br />
<br />
===Conditions===<br />
*xxx<br />
<br />
==Merit Details==<br />
* Retainer (••••): Shirley Slaughter (Street Kid)<br />
* Area of Expertise (Spear)<br />
* Language (Vietnamese): Character can speak, read, and write in Vietnamese.<br />
* Language (French): Character can speak, read, and write in French<br />
* Weapon and Shield <br />
**Shield Bash (•): Your character slams her shield into an oncoming opponent, disrupting his attack. When Dodging add her shield’s Size to her pool. If she reduces an opponent’s attack successes to 0 then any additional successes inflict bashing damage.<br />
**Boar's Snout (••): Your character throws everything into a forward charge, trusting in her shield to protect her. Using a weapon and shield, your character can all-out attack and retain her shield’s Size bonus to Defense for the turn. If this maneuver is used the same turn by other allies with shields, then add an additional +1 to Defense for each.<br />
**Pin Weapon (•••): Your character uses her shield to trap an opponent’s weapon. If an opponent misses a melee attack against your character he is automatically disarmed.<br />
**Tortoise Shell (••••): Your character knows how to position herself so that she’s completely protected by her shield. When using a shield she is considered behind cover with Durability equal to the shield’s size plus one for each shield-wielding ally in her immediate vicinity.<br />
* Spear and Bayonet<br />
**Firm Footing (•): Your character braces herself with her weapon to skewer a charging opponent. Any opponent attempting an all-out or charge attack against your character takes her weapon’s damage automatically before he makes his attack roll. Armor subtracts from this, but then will not apply to any attacks your character makes in the same turn.<br />
**Keep at Bay (••): Your character can threaten an opponent with her weapon to prevent maneuvering. Choose an opponent with a shorter weapon; if that opponent takes any action other than backing away or Dodging he loses his Defense against your character’s next attack.<br />
**Strike and Develop (•••): Your character stabs an opponent with her weapon then turns the blade before removing it, leaving a more grisly wound. Attacks made with her weapon that inflict lethal damage causes the victim to bleed out, causing one point of lethal damage for a number of turns equal to her successes on the attack roll. Subsequent attacks can add to the total number of turns but never cause more than one point of lethal damage per turn in bleeding to the victim. She loses her Defense any turn she uses this maneuver. Drawback: Spend a point of Willpower to activate this maneuver.<br />
*Phalanx Fighter: Your character is trained to wield a spear alongside a shield. She does not increase her spear’s Strength requirement for using it one-handed as long as she’s also using a shield. She can use a spear for any Weapon and Shield maneuvers.<br />
<br />
==Familiar==<br />
===Sabrefang (''Kuk Uhur'') (Rank 1 Nature Spirit)===<br />
[[Image:Sabrefang-familiar.jpg|right|thumb]]<br />
'''Choir of Animals, Cats Descant'''<br><br />
'''Attributes:''' Power 3 • Finesse 3 • Resistance 2<br><br />
'''Essence:''' 10 • '''Corpus:''' 6 • '''Willpower:''' 5 • '''Initiative:''' 5 • '''Defense:''' 3 • '''Speed:''' 16 • '''Size:''' 4<br><br />
'''Ban:''' Cannot enter the lair of another apex predator.<br><br />
'''Bane:''' Teeth and claws of natural predators<br><br />
* ''Contact:'' Must spend 1 WP and make a Power + Resistance roll, at a -[Rank] penalty.<br />
* ''Solidity:'' Solid while spirit is in Twilight<br />
* ''Touch:'' Inflicts 1A while Materialized, and causes Materialized Condition to end. If non-Materialized, inflicts 1L. Inflicts 1L if Fetter touches bane.<br />
* ''Weapon:'' If employed as a weapon, inflicts aggravated for Materialized, or lethal otherwise.<br />
'''Combat:''' ''Power + Finesse'' to attack • Inflict bashing damage<br />
* ''Twilight:'' May only attack and be attacked by other spirits.<br />
* ''Corpus Loss to Lethal or Aggravated:'' If Essence remains, dissolves and enters hibernation in a Conditioned location. If no Essence remains, it is destroyed.<br />
'''Influence:''' Hunting •<br />
* ''1 Essence'' • Roll ''Power + Finesse'' • Add to Defense, make an emotion stronger, or add Rank to Health or Structure for individuals connected to them. <br />
'''Manifestations'''<br />
* ''Discorporate:'' No cost. Spirit can discorporate as though it had lost all Corpus.<br />
* ''Familiar:'' No cost. Spirit is bonded to a mage, preventing Essence bleed. Spirit and mage have a Connected Sympathetic link, may use one another's senses with a reflexive action (casting magic through those senses requires a Reach for remote viewing but not Sympathetic Range Attainment), and can pass Mana and Essence between them (Essence > Mana loses 1 point in exchange). If discorporated, entity will reform in a location bearing the mage's Signature Nimbus. <br />
* ''Reaching:'' Spirit only • 1 Essence • Power + Finesse (- Gauntlet). Spirit applies the Reaching Condition to itself.<br />
'''Numina'''<br />
* ''Animal Control (R):'' 1 Essence; Power + Finesse – target’s Resolve. Spirit exerts control over an animal for the rest of the scene; may exert control over up to [Finesse] animals at once, activating this Numen for each animal.<br />
* ''Camouflage:'' 1 Essence. Spirit blends with background as long as it remains still; those trying to spot the spirit receive a penalty equal to Finesse.<br />
* ''Seek (R):'' 1–2 Essence; Finesse. Spirit detects an event or thing directly related to its influence. This is at a range of two miles, or twenty miles if it spends 2 Essence at activation.<br />
<br />
==Friends and Family==<br />
<br />
<br />
[[Image:MamaKing.jpg|left|thumb|'''Lori King''']]<br />
*Mom - Lan (Lori) King<br />
*Dad - Captain Walter King<br />
[[Image:WalterKing.jpg|right|thumb|'''Cpt. Walter King''']]<br />
*Grandma Minh Chau (Mary) Pham<br />
[[Image:GrandmaKing.jpg|left|thumb|'''Mary Pham''']]<br />
*Aunt Hoang (Holly) Pham<br><br />
[[Image:AuntHolly.jpg|right|thumb|'''Holly Pham''']]<br />
*Aunt Trang (Tammy) Pham<br><br />
[[Image:AuntTammy.jpg|left|thumb|'''Tammy Pham''']]<br />
*Aunt Linh (Lisa) Pham<br><br />
[[Image:AuntLisa.jpg|right|thumb|'''Lisa Pham''']]<br />
*Tenille is an orange Eurasier. Also a she.<br />
[[Image:Tenille.jpg|left|thumb|'''Tenille''']]<br />
<br />
==Experience==<br />
{{Template:MageExperiences<br />
|CurrentBeats=0<br />
|UnspentExperiences=3<br />
|SpentExperiences=x<br />
|Earned=x<br />
|Purchases=x<br />
|ArcaneBeats=0<br />
|ArcaneExperiences=0<br />
|ArcaneSpent=x<br />
}}<br />
<br />
==Lifestyle==<br />
[[Image:xxx.jpg|right|thumb|'''Apartment B14''']]<br />
A description of your characters day to day life. <br />
* '''Money:''' xxx<br />
* '''Clothing & Jewelry:''' xxx<br />
* '''Communication:''' xxx<br />
* '''Food:''' xxx<br />
* '''Housing:''' xxx<br />
* '''Days:''' xxx<br />
* '''Evenings:''' xxx<br />
<br />
==Experience==<br />
*0 skill points held in reserve<br />
*0 merit points held in reserve</div>Gyffeshttps://www.oakthorne.net/wiki/index.php?title=Dark_Room_Khamphong_King&diff=65284Dark Room Khamphong King2022-04-23T05:43:31Z<p>Gyffes: /* Experience */</p>
<hr />
<div>{{CoDMageCharacterSheet<br />
|Image=[[Image:Khamphong.jpg|center|350 px]]<br />
|CharacterName=Khamphong "Rose" King<br />
|Virtue=Good Samaritan<br />
|Vice=Rebellious<br />
|Aspirations=*Recover Snowdrop, Raid Aegis Kai Doru Compound, *Get a Spirit map of Portland, *Rescue Alie and Nancy<br />
|Path=Thyrsus<br />
|Order=x<br />
|Cabal=x<br />
|Obsessions=Understand the Dark Room, Understand Connection between Rose and Familiar, Understand my Destiny<br />
|Intelligence=3<br />
|Wits=2<br />
|Resolve=2<br />
|Strength=3<br />
|Dexterity=3<br />
|Stamina=4<br />
|Presence=2<br />
|Manipulation=1<br />
|Composure=3<br />
|MentalSkills=Academics 1, Crafts 1, Medicine 4 (Veterinary), Occult 3, Science 1<br />
|PhysicalSkills=Athletics 3, Brawl 2, Survival 2, Weaponry 4 (Spear; Knife)<br />
|SocialSkills=Animal Ken 3 (Wild), Empathy 1, Expression 1, Intimidation 1, Persuasion 1<br />
|MentalMerits=Area of Expertise (Knife; Spear), Favored Weapon (Dad's Ka-bar) (••), Language (Vietnamese) (•), Language (French) (•), Object Fetishism (•)<br />
|PhysicalMerits=–<br />
|SocialMerits=–<br />
|CombatMerits=Armed Defense (•••••), Defensive Combat (Weaponry •), Spear and Bayonet (•••), Staff Fighting (••••)<br />
|AwakenedMerits=Destiny (•••), Familiar (••), High Speech (•), Occultation (•), Shadow Name (••), The Dark Room (•)<br />
|Health=8<br />
|Willpower=5<br />
|Wisdom=7<br />
|Size=5<br />
|Speed=10<br />
|Defense=5<br />
|Armor=0<br />
|Initiative=6<br />
|Gnosis=1<br />
|Mana=10<br />
|Yantras=2<br />
|RitualInterval=3 Hours<br />
|ArcanaLimits=3/2<br />
|Paradox=1<br />
|CombinedSpells=1<br />
|ObsessionsNumber=1<br />
|Arcana=Life 2, Spirit 1<br />
|Rotes=0<br />
|Praxes=(1)<br />
|MagicalTools=x<br />
|Attainments=• '''Counterspell:''' Life & Spirit<br>• '''Improved Pattern Restoration:''' Heal bashing damage by spending 1 mana or lethal damage by spending 2. May scour Physical Attribute ratings without lowering derived Traits as a result.<br>• '''Life Armor:''' Add half [Life] to armor and Defense. Use higher of Wits and Dexterity as Defense.<br />
|NimbusTilt={{Tilt-Terror of the Huntress}}<br />
|MageSight={{MageSight-Thyrsus}}<br />
|Legacy=None<br />
|LegacyRulingArcanum=–<br />
|LegacyAttainments=–<br />
|LegacyYantras=–<br />
|LegacyOblations=–<br />
|Conditions=x<br />
<br />
}}<br />
__NOTOC__<br />
<br />
==Background==<br />
'''Age:''' 28<br><br />
Khamphong was born to a Vietnamese mother, and an American father in 1957. Her father was part of the Military Assistance Advisory Group, who were sent as the first wave of American involvement in the Vietnam Conflict in 1955. He was to train the Army of the Republic of Vietnam, as well as relieve the French of their military involvement in the area, as they had to be out of Vietnam in the following year, as per the Geneva Conference. <br />
===Downtime Life===<br />
* '''1976:''' Events of [[Maple Shade]], begins to investigate the disappearance of her father. Discovers he basically abandoned the family. Rose begins to work with Aegis kai Doru, and Shirley joins the hunt as well.<br />
* '''1977:''' Lori files for divorce after Rose finds out about her husband. She begins to go attend temple again with Mary. Rose and Shirley begin to travel further afield on the West Coast, hunting for the Aegis. They maintain a cover identity as a punk band.<br />
* '''1978:''' Holly marries a good Vietnamese boy from temple, and a huge wedding is thrown, to Grandmother's delight. Holly moves in with him and is rarely heard from.<br />
* '''1979:''' Lori meets Leonard "Lennie" Marfield at temple and the two begin dating, much to Rose's horror. Huntress - the band and team of hunters - is formed.<br />
* '''1980:''' Lori and Lennie marry. Grandmother dies. Shortly thereafter, Mt. St. Helens erupts. Tammy disappears shortly thereafter, though she calls from LA, where she is pursuing modeling and acting. Lisa moves in with Viv for a short period of time, who helps her enroll in an art university in San Francisco.<br />
* '''1981:''' x<br />
* '''1982:''' Tammy moves to Reno and establishes herself as an entertainer and entrepreneur.<br />
* '''1983:''' x<br />
* '''1984:''' x<br />
<br />
==Rumors==<br />
* <br />
<br />
==Personality==<br />
* '''Virtue:''' ''Good Samaritan''. Regain all spent Willpower when you stop everything you're doing to help someone else in their time of need, to the possible detriment of yourself.<br />
* '''Vice:''' ''Rebellious''. Regain one spent Willpower when you take an action in direct opposition of what you're told to do.<br />
<br />
* '''Aspirations:''' <br />
** <br />
** <br />
** <br />
** <br />
** <br />
<br />
* '''Integrity: 7'''<br />
* '''Breaking Points:'''<br />
** What is the worst thing your character has personally done? <br />
** What is the worst thing your character can imagine themselves doing?<br />
** What is the worst thing your character has experienced that someone else has done?<br />
** What has your character forgotten?<br />
** What is the most traumatic thing that's ever happened to your character?<br />
<br />
===Equipment===<br />
* '''Possessions''' <br />
**1969 Black Subaru Sambar Van<br />
* '''Armor'''<br />
**SCA Heavy Fighting Armor (Rat 3/2, Str 3, Defense -2, Spd -3) [Torso, Arms]<br />
**Helmet (Rat 2/1, -1 to sight- and hearing-based Perception rolls.) [Head]<br />
**Riot Gear (3/5, Str 2, Def -2, Spd -1) [Torso, Arms, Legs]<br />
* '''Weapons''' <br />
**SCA Heavy Fighting Spear (Dam +1, Init -1, Str 2, Size 4) [Knockdown, Reach, Two-Handed]<br><br />
**SCA Heavy Fighting Sword (Dam +2, Init -2, Str 2, Size 2) [Stun]<br />
**Spear (Dam +2, Init -2, Str 2, Size 4) [Reach, Two-Handed]<br> <br />
**Large Shield (Dam +2, Init -4, Str 3, Size 3) [Concealed]<br> <br />
**Dad's Ka-Bar (Dam +1, Init -1, Str 1, Size 2) [Enhance: Crafts or Survival]<br><br />
* '''Other Notes:'''<br />
===Relics===<br />
* '''''Snowdrop'' (••):''' An ancient weapon wielded by Vietnamese Buddhist sages who fought witches and shapeshifters. Like the snowdrop that hides beneath the snow, waiting to pop up to herald the spring, this blade hides itself from those seeking it. Snowdrop has been a familial relic in Rose's mother's family for generations.<br />
** '''The Hidden Blossom:''' Those who are not looking for a weapon explicitly simply miss seeing it entirely, their gaze passing over it. If someone is actively searching for the blade (visually or by a pat-down), it inflicts a -3 penalty to their attempts to do so.<br />
** '''The Blossom in Spring:''' Though it seems to be a slightly strange spade-headed dagger most of the time, like the snowdrop popping up through the snow, this blade's wooden hilt can be commanded to extend into a full spear! Spend 1 Willpower to turn it from a knife into a spear. Use the normal traits for each.<br />
<br />
===Conditions===<br />
*xxx<br />
<br />
==Merit Details==<br />
* Retainer (••••): Shirley Slaughter (Street Kid)<br />
* Area of Expertise (Spear)<br />
* Language (Vietnamese): Character can speak, read, and write in Vietnamese.<br />
* Language (French): Character can speak, read, and write in French<br />
* Weapon and Shield <br />
**Shield Bash (•): Your character slams her shield into an oncoming opponent, disrupting his attack. When Dodging add her shield’s Size to her pool. If she reduces an opponent’s attack successes to 0 then any additional successes inflict bashing damage.<br />
**Boar's Snout (••): Your character throws everything into a forward charge, trusting in her shield to protect her. Using a weapon and shield, your character can all-out attack and retain her shield’s Size bonus to Defense for the turn. If this maneuver is used the same turn by other allies with shields, then add an additional +1 to Defense for each.<br />
**Pin Weapon (•••): Your character uses her shield to trap an opponent’s weapon. If an opponent misses a melee attack against your character he is automatically disarmed.<br />
**Tortoise Shell (••••): Your character knows how to position herself so that she’s completely protected by her shield. When using a shield she is considered behind cover with Durability equal to the shield’s size plus one for each shield-wielding ally in her immediate vicinity.<br />
* Spear and Bayonet<br />
**Firm Footing (•): Your character braces herself with her weapon to skewer a charging opponent. Any opponent attempting an all-out or charge attack against your character takes her weapon’s damage automatically before he makes his attack roll. Armor subtracts from this, but then will not apply to any attacks your character makes in the same turn.<br />
**Keep at Bay (••): Your character can threaten an opponent with her weapon to prevent maneuvering. Choose an opponent with a shorter weapon; if that opponent takes any action other than backing away or Dodging he loses his Defense against your character’s next attack.<br />
**Strike and Develop (•••): Your character stabs an opponent with her weapon then turns the blade before removing it, leaving a more grisly wound. Attacks made with her weapon that inflict lethal damage causes the victim to bleed out, causing one point of lethal damage for a number of turns equal to her successes on the attack roll. Subsequent attacks can add to the total number of turns but never cause more than one point of lethal damage per turn in bleeding to the victim. She loses her Defense any turn she uses this maneuver. Drawback: Spend a point of Willpower to activate this maneuver.<br />
*Phalanx Fighter: Your character is trained to wield a spear alongside a shield. She does not increase her spear’s Strength requirement for using it one-handed as long as she’s also using a shield. She can use a spear for any Weapon and Shield maneuvers.<br />
<br />
==Familiar==<br />
===Sabrefang (''Kuk Uhur'') (Rank 1 Nature Spirit)===<br />
[[Image:Sabrefang-familiar.jpg|right|thumb]]<br />
'''Choir of Animals, Cats Descant'''<br><br />
'''Attributes:''' Power 3 • Finesse 3 • Resistance 2<br><br />
'''Essence:''' 10 • '''Corpus:''' 6 • '''Willpower:''' 5 • '''Initiative:''' 5 • '''Defense:''' 3 • '''Speed:''' 16 • '''Size:''' 4<br><br />
'''Ban:''' Cannot enter the lair of another apex predator.<br><br />
'''Bane:''' Teeth and claws of natural predators<br><br />
* ''Contact:'' Must spend 1 WP and make a Power + Resistance roll, at a -[Rank] penalty.<br />
* ''Solidity:'' Solid while spirit is in Twilight<br />
* ''Touch:'' Inflicts 1A while Materialized, and causes Materialized Condition to end. If non-Materialized, inflicts 1L. Inflicts 1L if Fetter touches bane.<br />
* ''Weapon:'' If employed as a weapon, inflicts aggravated for Materialized, or lethal otherwise.<br />
'''Combat:''' ''Power + Finesse'' to attack • Inflict bashing damage<br />
* ''Twilight:'' May only attack and be attacked by other spirits.<br />
* ''Corpus Loss to Lethal or Aggravated:'' If Essence remains, dissolves and enters hibernation in a Conditioned location. If no Essence remains, it is destroyed.<br />
'''Influence:''' Hunting •<br />
* ''1 Essence'' • Roll ''Power + Finesse'' • Add to Defense, make an emotion stronger, or add Rank to Health or Structure for individuals connected to them. <br />
'''Manifestations'''<br />
* ''Discorporate:'' No cost. Spirit can discorporate as though it had lost all Corpus.<br />
* ''Familiar:'' No cost. Spirit is bonded to a mage, preventing Essence bleed. Spirit and mage have a Connected Sympathetic link, may use one another's senses with a reflexive action (casting magic through those senses requires a Reach for remote viewing but not Sympathetic Range Attainment), and can pass Mana and Essence between them (Essence > Mana loses 1 point in exchange). If discorporated, entity will reform in a location bearing the mage's Signature Nimbus. <br />
* ''Reaching:'' Spirit only • 1 Essence • Power + Finesse (- Gauntlet). Spirit applies the Reaching Condition to itself.<br />
'''Numina'''<br />
* ''Animal Control (R):'' 1 Essence; Power + Finesse – target’s Resolve. Spirit exerts control over an animal for the rest of the scene; may exert control over up to [Finesse] animals at once, activating this Numen for each animal.<br />
* ''Camouflage:'' 1 Essence. Spirit blends with background as long as it remains still; those trying to spot the spirit receive a penalty equal to Finesse.<br />
* ''Seek (R):'' 1–2 Essence; Finesse. Spirit detects an event or thing directly related to its influence. This is at a range of two miles, or twenty miles if it spends 2 Essence at activation.<br />
<br />
==Friends and Family==<br />
<br />
<br />
[[Image:MamaKing.jpg|left|thumb|'''Lori King''']]<br />
*Mom - Lan (Lori) King<br />
*Dad - Captain Walter King<br />
[[Image:WalterKing.jpg|right|thumb|'''Cpt. Walter King''']]<br />
*Grandma Minh Chau (Mary) Pham<br />
[[Image:GrandmaKing.jpg|left|thumb|'''Mary Pham''']]<br />
*Aunt Hoang (Holly) Pham<br><br />
[[Image:AuntHolly.jpg|right|thumb|'''Holly Pham''']]<br />
*Aunt Trang (Tammy) Pham<br><br />
[[Image:AuntTammy.jpg|left|thumb|'''Tammy Pham''']]<br />
*Aunt Linh (Lisa) Pham<br><br />
[[Image:AuntLisa.jpg|right|thumb|'''Lisa Pham''']]<br />
*Tenille is an orange Eurasier. Also a she.<br />
[[Image:Tenille.jpg|left|thumb|'''Tenille''']]<br />
<br />
==Experience==<br />
{{Template:MageExperiences<br />
|CurrentBeats=0<br />
|UnspentExperiences=3<br />
|SpentExperiences=x<br />
|Earned=x<br />
|Purchases=x<br />
|ArcaneBeats=0<br />
|ArcaneExperiences=4<br />
|ArcaneSpent=x<br />
}}<br />
<br />
==Lifestyle==<br />
[[Image:xxx.jpg|right|thumb|'''Apartment B14''']]<br />
A description of your characters day to day life. <br />
* '''Money:''' xxx<br />
* '''Clothing & Jewelry:''' xxx<br />
* '''Communication:''' xxx<br />
* '''Food:''' xxx<br />
* '''Housing:''' xxx<br />
* '''Days:''' xxx<br />
* '''Evenings:''' xxx<br />
<br />
==Experience==<br />
*0 skill points held in reserve<br />
*0 merit points held in reserve</div>Gyffes