Name:Garret Schopenhauer Concept:Sage of the Blade Path:Mastigos (Brotherhood of the Demon Wind)
Age:26 Virtue:Prudence Order:Apostate
Player: Vice:Pride Cabal:

Attributes
Power Intelligence Strength Presence
Finesse Wits Dexterity Manipulation
Resistance Resolve Stamina Composure

Skills Other Traits
Mental
(-3 unskilled)
Academics
Computer
Crafts
Investigation
Medicine
Occult
Politics
Science

Physical
(-1 unskilled)
Athletics
Brawl
Drive
Firearms
Larceny
Stealth
Survival
Weaponry

Social
(-1 unskilled)
AnimalKen
Empathy
Expression
Intimidation
Persuasion
Socialize
Streetwise
Subterfuge
Merits
Quick Draw (Weaponry)
Enhanced Item(Katana)
Resources
Hallow (Pooled)

Flaws


Size:5
Speed:10
InitiativeMod:5
Defense:2
Experience:0
Health
Willpower
Mana
Gnosis
Wisdom
10
9
8
7
6
5
4
3
2
1
Arcana
Death
Fate
Forces
Life
Matter
Mind
Prime
Space
Spirit
Time
Armor
Type Points
Temporal Dodge 3
Protective Spells
Name Points
Additional Information
Items: Samurai Robes X3, prayer beads, buddhist prayer book, sword maintenance kit, combat fatigues, leather jacket.

Katana
Damage: 4L
Size: 2L
Durability: 6

Wakazashi
Damage: 2L
Size: 2S
Durability: 4

Skill Specialties: Weaponry (Daisho), Academics (Philosophy), Occult (Transcendence)


1st Attainment: Yanagini Kaze

Pre-Requisites: Gnosis 3, Space 1, Time 2 (primary), Weaponry 2, Quick Draw (Weaponry)

An admonition to follow the path of least resistance, the Legacy's first Attainment opens the swordsman to the subtle currents of the Demon Wind. He permanently benefits from an effect mimicking the Time 2 Temporal Dodge spell, providing points of armor equal to his dots in the Time Arcanum. Further, as a reflexive action, he may make use of exceptional perception that replicates the Space 1 Omnivision spell, lasting until he chooses to deactivate the ability.

Path Tool: Katana

Arcane Tools: Watch (for Time), E=MC^2 engraved on a circular piece of iron (for Space), and a pocket version of the complete works of Mozi (for Mind)

Rotes:

[ 2 ] Ward ( Mage: The Awakening -- Page 236 )

Practice: Ruling

Action: Instant

Duration: Prolonged (one scene)

Aspect: Covert

Cost: None

Dice Pool: Resolve + Occult + Space (10)

Effect: This spell creates a barrier to bar the passage of other Space spells, closing a given locale out from remote sensing, teleportation, spatial tampering and the like. Effectively, this spell "locks" the current Space template of an area into place, making it difficult to overcome that inertia without considerable effort. The Ward effectively renders a person, place, or thing immune to Space tempering, monitoring and the like until such time as the spatial barrier is overcome. (In the case of particularly old and/or paranoid willworkers, it could literally take months or years of casting to whittle their Space shields away, during which time the subject is free to fortify his Wards or seek out the one who would so crassly intrude upon his privacy.) A simple success protects an area of five square yards and gives the Ward a Potency of 1. Additional successes add to the Ward's Potency. The mage can add Target factors to increase the area. Space-based spells (sympathetic magic, scrying, teleportation, and the like) that try to pierce the Ward must exceed the protection's Potency with their own Potency. Each time one of these spells breaches the Ward, it erodes the Ward's Potency by one point, reducing its efficacy. Reinforcing a ward is an exception to the normal spell-control rules. Successive Ward spells add their excess Potency to the Ward (that is, any Potency in excess of the Ward's existing Potency), repairing any damage inflicted, and perhaps even improving upon defenses. (The defending mage does not need to create a Ward all over again unless it has been destroyed by incoming spells). The Space 3 Ban spell allows a mage to add Bans to his Wards, keeping certain phenomena from insects to motor vehicles from entering his Ward.

[ 1 ] Perfect Timing ( Mage: The Awakening -- Page 258 )

Practice: Knowing

Action: Reflexive

Duration: Special

Aspect: Covert

Cost: 1 Mana

Dice Pool: Intelligence + Composure + Time (9)

Effect: This spell allows a mage to accurately assess all of the temporal components occurring in her immediate presence, giving her an opportunity to act at exactly the proper time to have the maximum effect. If she wants to throw a punch, she knows how and where to strike with the greatest possible (mundane) precision and force. Or if she wants to convince someone of something, she knows the most opportune instant in which to speak. Each success grants the mage a single extra die in the next roll that has to -- or is chosen to -- be made. This does not include spellcasting rolls. If the next roll is for a spell (perhaps the mage needs to quickly cast a countermagic), the character loses the benefit.

[ 3 ] Acceleration ( Mage: The Awakening -- Page 262 )

Practice: Perfecting

Action: Instant

Duration: Prolonged (one scene)

Aspect: Vulgar

Cost: None during casting, 1 Mana per turn after casting

Dice Pool: Stamina + Athletics + Time (8)

Effect: The mage accelerates his personal temporal motion, enabling her to move and act quicker than is normally possible. This spell boosts the mage's ability to avoid attacks, her Initiative, and Speed. Although the spell's Duration lasts for one hour, the mage gains its benefits only in those turns in which she spends one Mana reflexively, and the benefits last for that turn. (Once the Duration has expired, Mana can no longer be spent to gain the benefits.) With Time 4, the mage can cast this spell on others. The benefits are as follows:

* For each Time dot the mage possesses, one die is subtracted from any and all attackers' dice pools (including ranged attacks), as the mage moves much more quickly than normal and is harder to hit. This penalty to attackers' pools applies in addition to any armor the mage may have, as well as to Defense (though note, like armor, Acceleration's benefits do not diminish based on how many attacks the character faces). For example, if the mage has Time 4, four dice are subtracted from any assailants' dice pools.

* Adds one to the mage's Initiative per dot of Time. This allows her to move up the initiative roster for that turn by one point for each bonus. In the following turn, she drops back down to her original position in the roster.

Finally, each dot of Time allows the caster's Speed to be added again to his total Speed rating. Thus, Time 3 enables a mage with Speed 9 to move at Speed 36 (9 + 9 + 9 = 27 + base Speed of 9 = 36).
Attributes 5/4/3 • Skills 11/7/4 (+3 Specialties) • Favored Resistance Attribute — Acanthus, Moros, Thyrsus: +1 Composure; Mastigos, Obrimos: +1 Resolve • Arcana — 2 dots in 1st Arcanum, 2 dots in 2nd, 1 dot in 3rd, (two of these must be the Path’s Ruling Arcana) +1 dot in any Arcanum • Rotes 6 • Merits 7 • (Buying the 5th dot in Attributes, Skills or Merits costs 2 points) • Health = Stamina + Size • Willpower = Resolve + Composure • Size = 5 • Defense = Lowest of Dexterity or Wits • Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity + 5 • Starting Wisdom = 7 • Starting Gnosis = 1 • Starting Mana = Wisdom