Dr.Alix Perez (Cosians)

(Order of Reason: Remnants of a Shattered World)

© 2004 by Fuzzy

This page was last modified: 2005/01/30


Stayka's World of Darkness Stuff | Order of Reason Campaign


                     Sorcerer's Crusade
                      Order of Reason
                          Cosian
                        House of Fire

Name:    Dr Alix Perez  Demeanor: Conformist    Concept: Traveling
Player:  Fuzzy          Nature:   Caregiver              Healer
Essence: Primordial

                    Attributes 7/5/3

Physical                Social                  Mental
----------------        -----------------       ---------------
Strength:      2 (3)    Charisma:       2 (1)   Perception:   3 (4)
                                                  Keen Senses
Dexterity:     3 (4)    Manipulation:   2 (1)   Intelligence: 4 (5)
  Lightning Reflexes                              Analyst
Stamina:       3 (6)    Appearance:     2       Wits:         3
  Tough

                        Abilities 27

Talents                 Skills                  Knowledges
------------------      -----------------       ------------------
Alertness:       3 (4)  Stealth:        3       Academics:       3
  Spot Ambushes                                   Greek, Latin
Dodge:           4      Survival:       4       Linguistics:     4 [5]
  Sidestep                Foraging                Reading ancient texts
                                                  Spanish(N), English
                                                  Arabic, Chinese, Dutch,
                                                  Portugese, _______________
                                                  Mayan, French
Awareness:       2      Melee:          4       Enigmas:         3
                          Edged Weapons
Athletics:       4      Map Making/Reading      Medicine:        3
                                        2         Diseases
                                                Herbalism:       5
                                                  Medicinal
                                                Hearth Wisdom    1
Willpower:  8 ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( )
Arete:  4  Quintessence:   8  Paradox: __   Exp: 25
                                           Used: 25
                        Spheres
                        -------
Correspondence: ___     Life:      3     Prime:  3

Entropy:        ___     Mind:      1     Spirit: ___

Forces:         ___     Matter:  ___     Time:   ___

                        Backgrounds
                        -----------
          Resources:  2,  Daemon: 3, Arcane: 4

                        Merits + Flaws
                        --------------
       Beast Affinity:       +3        Curiosity:         -2
       Eidetic Memory:       +2        Big Mouth:         -2
       Poison Resistance:    +1        Magickal Rival:    -2
       Disease Resistance:   +2        Dark Secret:       -1
       Light Sleeper:        +1

                         Health
                Bruised:        -0 [ ]
                Hurt:           -1 [ ]
                Injured:        -1 [ ]
                Wounded:        -3 [ ]
                Mauled:         -5 [ ]
                Crippled:       -5 [ ]
                Incapacitated:     [ ]

Experience spending: 25

Athletics 2>4 10xp, Map Making/Reading 0>2 5xp,
Mind      0>1 10xp

Linguistics: Mayan Fr. Jose, French Camille

Average looking 30-something woman, straight black hair,
brown eyes, usually dressed in appropriate dress for Academia.
She generally is made up to look male and wears the costume of
the times. She always has a neck chain with a small vial of
"emergency preparedness potion" 2 doses on her. The vial is
within a smallish wooden charm, which protects the vial from
accidental breakage.

When out in the wilderness, she wears mens work clothes,
button down shirt, pants, high boots, (with a knives,
in hidden sheathes). She wears a short sword in a scabbard,
with dagger also in a scabbard in the wilderness. Hair is
braided or pony tailed to keep it out of the way. For cold
climates, she wears a woolen sweater and overcoat. She
carries a backpack with a small portable laboratory, and
materials for making medicines and herbal preparations.
She uses life3/prime2 to *make* more effective medicines from
normal herbs, imbuing the potion with quintessence for the
effect.

She will have a stock of prepared medicines for the trip,
various types of tonics and "potions".  She has studied with
other cultures practitioners and understands their uses of herbal
medicines as well as knowledge of other cultures medical practices.
She has trained with a Chinese herbologist, and learned some of
their techniques.

She'll also have a number of plain white cloth strips to use as
bandaging materials, these would be boiled and then wrapped in
clean packages. A few sets of boiled and wrapped curved needles
for suturing, boiled plain white thread for same. Basic doctoring
bag with bottles of various medicines, including the usual medical
preparations, medicines as well as whatever patent (OTC) drugs
existed. Books of herbal recipes, with a number of blank pages
for adding additional formulae. An herbal "bath" for fresh
fruit to act as a preservative. A supply of jerky-type dried
meat sealed in packaging, (for preservation).

She is trained in light sword work as well as working with the
whip both as a tool and weapon, (thinking Indiana Jones and Zorro).

She has a supply of plant growth enhancer, (think "miracle grow").
Some grain seeds and various herb seeds and dried herbs both for
cooking and medicinal use.

A few potted Aloe Vera plants. a small planting tray of various
herbs each in its own small pot. Fresh citrus fruits that have been
preserved in herbal baths, (life2/prime2 to stay fresh).

4 canteens

8 1 quart water skins.

4 Leather backpacks, (water proofed and wear resistant
                      as treated as below)

4 Canvas backpacks, (water proofed and wear resistant
                      as treated as below)

Lighting
--------

40 pillar candles (tall 7day size)

10 oil based lamps (the kind meant for windy conditions)

50 wicks (for same)

20 extra chimneys, (for lamps), padded and packed

10 1 gal jugs of lamp oil, wire tied, wax sealed.

Writing materials
-----------------

Portable "writing desk" wooden box, waterproofed and sealable.
         This contains quills, nubs, inks, sealing wax,
         seals parchment, paper, and journal.

48 quills

24 nubs (pen points)

48 bottles of writing ink, wax sealed

24 sticks of sealing wax

2 seals

200 sheets parchment, (in waterproofed wrappings)

100 sheets paper, (in waterproofed wrappings)

Blank book, (small size, 100 sheets),
for personal journal, (in waterproofed wrappings)

Doctors bag, with a range of materials for
treating injury and illnesses. x2

Belt pouches with a few simple remedies and potions

Medicines (non-exhaustive list)

Herbal preparations (liquids, powders, pills)

Aches and pains
Nausea
Stomach ache
Headache
Morphine, or whatever opiate was available
Sleep inducers

Topical
-------
Lotion for minor burns and sunburn
Topical pain relievers
Herbal bug repellent
Herbal sunscreen
Herbal "bath" for fresh fruits (for preservation)

Batheing additives for:
     Toughening skin (increased stamina)
     Resistance to environmental conditions
     Insect repellent

Special
-------
Powdered charcoal, (for poison control)
Grain alcohol
Witch hazel
Soaps and cleansers
Water purification additive

Potions/Medications
-------------------
Strength enhancer (add +1 to strength)
Dexterity enhancer (add +1 to Dexterity)
Stamina enhancer (add +1 to Stamina)
Environmental adaptation
Generic cure diseases
Generic healing
Generic neutralize poison
Emergency Preparedness (as the usual effects)

Aroma Therapy (non-exhaustive list)
-----------------------------------
This is in a separate waterproofed wooden box:
         Oils and extracts, Incenses (stick and raw),
         Incense burners, abalone shells, charcoal
         tablets, (for raw incense).

Scented candles
---------------
Calmative
Meditative
Healing
Cure diseases

Miscellaneous Items
-------------------
Tinderbox,
     with firestarting materials

Fishing gear, (line, hooks etc)

Weapons
-------
Short sword, with scabbard x2
(These have had the rote "enchant weapon" done to it)

Dagger sized knife, also in a scabbard x2
This is her utility knife.

Small holdout knife in underclothes x2

12 throwing knives
    4 are in a bandoleer. the rest are replacements.
    this is packed in her things.
6 boot knives
2 bull-whips, (leather)

Normally, you would see the short sword, (if worn),
the dagger, which is always worn, and a whip, (if in
the wilderness).

Protective wear
---------------

Leather armor jacket x2

Leather pants  x6
	Strengthened against wear and protected against
        weather/water, (using life2/prime2 effects).
	Water proofed, damage resistant

Light cotton hooded jacket/overtunic x6
	Strengthened against wear and protected
        against weather/water, (using life2/prime2
        effects). Water proofed, damage resistant.

Light cotton sweater x4

Light woolen sweater x4

Boots (with sheaths) x6

All treated with herbal baths and leather treatments
to strengthen and protect the materials, (they all
have had the "enchant weapon" rote done to them,
and have been strengthened and made water proof
with life2/prime2 effects).

12 sets of light white clothing intended for hot
weather, long trousers, long sleaved button up
shirts, short sleaved button up shirts,
appropriate support underwear that minimizes
the bust line. Obviously if she's been passing
as male, she must have had things made to
accommodate female biology.

Trunks/sea chests with her materials. She's
an experienced traveler and knows what to bring.

contact... ships doctor prof. vasquel

      Dr. Alix Perez     Merits + Flaws details
      --------------     ----------------------

Beast Affinity (1-4 pt Merit)

    Animals love you. While other people must use force, training or
magick to forge bonds with beasts, you do so naturally. Perhaps God
has blessed you with the gift of St. Francis. Maybe you're a shaman
with a powerfull totem or a witch touched by the Goddess. Regardless,
animals are well disposed to you. You cannot speak their language
or read thier minds, but some limited communication, (based on
gestures and vocalizations), is possible. You are probably safe from
harm from animalsunless you or your companions act hostile toward a beast
or its pack.

    o for one point, you get almong well with a specific type of animal,
      (Wolves, Cats, Hawks).

    o for two points, you bond with general types of animals,
      (Canines, Birds).

    o for three points, that bond extends to any natural beast.

    o for four points,  even the greater, (magickal), creatures
      regard you with favor, if not trust or friendliness.

   The payback for this Merit is respect; a magus with a beast-bond must
love the wild in return. Farmers, Foresters, and "Barbarians", are more
likely to win this trust, than are Priests or Princes. This Merit is an
instant protection; if you anger a beast, it attacks.  Intelligent or
magickal animals are still free to make their own decisions; they're

inclined to like you, but may be wary of or even turn on you in the long
run. This Merit is fades if abused; a sorcerer who uses her affinity to
recruit sword-fodder finds her favor revoked. Animals are not stupid, and
their goodwill is easily taxed.

Eidetic Memory (2-pt. Merit)

A character with an eidetic memory remembers the general sense of
everything that she experiences, and she has greater ease in total
recall. Under normal conditions, your character easily remembers
everything that happens to her. In stressful situations (like memorizing
a book during a firefight), you may need to make a Perception +
Alertness roll (difficulty 6) to memorize or recall the pertinent
information.

Poison Resistance (1-pt merit)

You have, for some reason or another, become resistant to poisons. It
could be that are naturally resistant or that you've spent years
buildinhg up your resistance against all known poisons. Any time you
need to make a soak roll against the effects of a poison or toxin,
reduce the difficulty by 3.

Light Sleeper (1 to 3-pt. Merit)

 o for one point, your creature needs less sleep than other mortals: He can
   function quite well on four hours a night. If the Storyteller imposes
   penalties on other players for sleep deprivation (one- or two-die
   penalties are suggested), then you are exempt. Needless to say, this
   Merit allows your character to accomplish a lot more with his daily
   activities.

 o for two points, your creature sleeps only about two hours per night. This
   resilience is quite unusual, and it lets your creature get a lot more done.
   It also means that he has the luxury of sleeping while on the run.

 o for three points, your creature is truly sleepless. You may suffer
   penalties from exhaustion, but he does not need shut-eye. Perhaps your
   creature's brain's sleep center was destroyed in an accident, or he may be
   something like a golem that's designed to stand forever vigilant.
   Regardless, the only time your creature sleeps is if he's drugged or beaten
   unconscious.

Curiosity (2-pt Flaw)

You are a naturally curious creature and find mysteries of any sort
irresistible. In most circumstances, you find that your curiosity easily
overrides your common sense. To resist the temptation make a wits roll
vs difficulty 5 for simple things like "I wonder what's in the
cabinet?". Increase difficulty up to 9 for things like "I'll just peek
into the Progenitor lab -- no one will know. What could go wrong?".

Dark Secret (1 pt. Flaw)

Some terrible past haunts your character. Perhaps he turned on his
mentor, or maybe he is secretly in love with a Widderslainte. Either
way, your character's secret which should come up from time to time
as the Storyteller feels it appropriate  can cause some embarrassment
or trouble for your mage (although it's unlikely to get the character
killed).

Big Mouth (2-pt Flaw)

You talk too much, and it gets you into trouble. You tend to blurt out
painful truths at inopportune times. At least once per hiogh-tension
social scene you must speak your mind. You can avoid the pain and
embarassment this costs by spending one Willpower point. This Flaw is
particularly dangerous for information-based psychics, who tend to blurt
out other people's secrets as readily as their own.


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