Sin'alari
Character Info
Class: Berserker
Level: 1
Owner: Kadrien
Need 2 more completed missions to reach level 2 (0 recorded).
Completed Missions: 0
Commissary Reward: 0
Perks earned: 0
Perks spent: 0
Perks remaining: 0
Personality
Recent Missions
No missions yet. Add one below or from the Missions page.
Stats
Baseline Vitality
Get someone’s attention in a busy room.
Heartening: Clear up a bruise.
++ Might
Rip a college textbook in half.
++ Resilience
Endure full-body immolation for over a minute.
Baseline Spirit
See through a clumsy lie.
Intuition: Confirm that someone is being sarcastic.
Baseline Arcane (Without Sacrifice)
Manifestation: Light a cigarette with a snap of the fingers.
+ Will
Essence: Drop a Threshold after seven Low Costs.
Defiance: Become fully lucid for a few moments during Red Essence Exhaustion.
Baseline Sensory
20/20 vision.
Baseline Reflex
Climb a rope.
+ Vigor
Keep pace with a casual cyclist.
Stamina: Drop a Threshold after sprinting a mile.
Baseline Skill
Catch a thrown object one-handed.
Expertise — Piano: Play a simple, two-handed piece.
Baseline Intelligence
Deduction: Confirm that a clean knife was recently used.
Expertise — A Local Language: Know the name of that language and a basic greeting.
Baseline Luck
Happenstance: Find an inconsequential object.
Class Abilities
Enchant the blood you spill to be painful to your enemies and protective to yourself, later absorbing it to heal yourself.
Essence Cost: Mid
Max Duration: Mid
Cooldown: Mid
Paired Action: A performative display of hostility (screaming, brandishing trophies, etc).
- Can affect other substances beyond blood where fitting, if yielded by damageyou caused. (egs. Dust from a demolished building; oil from a smashed robot)
- Only painful to enemies if touched, burning like acid, and only protective to the user when coating them (almost like a thin layer of armor).
≫ User is healed as Bloodlust ENDS. Mid maximum potency scaling on the amount of blood coating them,which partially vanishes from in the process. - May choose to end the ability early by making a show of revelling in the carnage you have caused; doing so proportionately reduces the Cooldown.
- Essence Cost
- Mid
- Duration
- Low
- Cooldown
- Mid
Paired Action: Performatively revel in the violence you have caused (or are about to cause).
-
Impact scales Low–Mid on how thoroughly soaked the user is with blood.
- Affects all blood the user themselves has spilled (whether before or after activating the Ability).
- Can affect other fitting substances besides blood if yielded from damage caused by the user. (e.g. Oil from a wrecked car; metal shavings from a smashed robot; sap from a hacked tree.)
Enter an uncontrollable rage, offering near-inexhaustible Stamina and general physical enhancement.
Essence Cost: Mid
Max Duration: Mid
Cooldown: Mid
Paired Action: Portray a Turning Point showing your character succumbing to frenzied anger. Must act violent and feral while this ability lasts, indiscriminately attacking whatever seems to be the closest threat.
- Improves strength, toughness,and speed,with impact ranging from Low to Mid scaling on how intensely and effectively the user portrays the Paired Action.
≫ Stamina boost scales similarly but ranges from Mid to High. - Duration at base is Low, but sustaining injuries or pain will increase this while also redirecting your aggression towards the source (if any are obvious).
≫Contrastingly, anything that soothes your pain or heals your injuries will reduce the ability’s Duration and redirect you away from the source. - Remember, as a deep Altered State, your Conduit may temporarily take partial control of your actions if Furor is not sufficiently portrayed.
- Essence Cost
- Mid
- Duration
- Mid
- Cooldown
- Mid
Paired Action: Portray a Turning Point of succumbing to frenzied rage, proceeding then to indiscriminately attack whatever seems to be the closest threat (ally or enemy) as a potent Altered State.
- Benefits scale Low–High on how intensely and compellingly you portray the Paired Action and Altered State.
- If the user is substantially healed, their pain soothed, or their anger calmed, this Ability will end prematurely.
Mightily empower a single strenuous action, briefly but painfully
Essence Cost: Low
Max Stamina Cost: High
Cooldown: Low
Paired Action: Fiercely strain while portraying intense pain and exertion.
- Unlike most abilities, has an explicit Stamina cost on top of any that would logically be incurred by the action normally.
≫ The more dramatic the desired empowerment, the higher the Stamina cost. Greater empowerments will also incur more pain (near-unbearable at max). - Not immediate– takes a few seconds for the distortion to appear. Vanishes similarly as soon as the empowered action is taken.
- Essence Cost
- Low
- Stamina Cost
- Mid–High
- Cooldown
- Low
Paired Action: Fiercely strain, portraying intense pain and exertion for a few seconds.
- Empowerment, enlargement, Stamina Cost, and incurred pain all scale on how intensely you portray the Paired Action.
Signature Gear
A collection of animal parts worn across the body, providing good environmental protection and a little physical; the user may detail the specifics of individual pieces. Renders the user somewhat unnerving to beasts (especially those related to what they are wearing).
- Defense Boost
- Mid
- Provides a Mid Ward against cold and frost.
- Fierce, wild animals will tend to trust the owner, especially carnivores.
- Give an animalistic growl, snarl, or similar to convey a gruff, 1 word message to any wild animal who hears it (Low Cooldown).
One-handed sword with a small cross guard and high hacking power for its size. If lost or destroyed, may be drawn, good as new, from the body of a recently-slain enemy.
- Cleaving Boost
- Mid
- If this sword is lost or destroyed, the owner may pull it, good as new, from the corpse of an enemy they have slain.
- Breaking this sword while striking an enemy who is literally or functionally invulnerable will cause that target to be slightly harmed despite their invulnerability.
Set of foot-long, claw like blades embedded in the user’s knuckles. Can be produced or retracted at will with an intense flexing of the hand, though this takes a couple moments and causes substantial pain (doing so frequently may even damage your hands).
- Sharpness
- Mid
- Durability
- Mid
- May be deployed or retracted at will with an intense flexing of the hand, though this takes a few seconds and causes notable pain.
Heavy, long-hafted blade intended for two-handed use, with high swing momentum and disproportionate impact force.
- Cleaving Boost
- High
- Durability is dramatically Boosted while striking.
- Perform a dramatic wind-up with this axe for a few seconds to unleash a wild spinning attack with it, whirling on the spot with disproportionate speed and hurling away any target not cut through outright (Mid Stamina Cost).
Appearance
5'5" tall, a little on the thin side with short messy brown hair and a gold ring in his left ear. His Pelt Panoply is made of Wolf pelts with the head of a small wolf on each shoulder. His Beast claws grow out of his own fingernails.
Background
Son of Saint and Nemi, brother to Caine. Trained extensively with Nemi daily to try and control his beastial dark side. He can come off as timid and kind of sweet. He comes off that way right up and until his beast rises up and claims control.
Flavor
Berserker skinned as a werewolf.
Level Up — Sin'alari
Current level 1. Promoting to level 2 requires 2 more completed missions (0 / 2 recorded). Add named missions below or select credits, then save.
Missing missions
Each filled text box becomes a new mission row attached to this character.
Stats
Adjust points if your level-up grants new allocation. Total: 0.
Baseline Vitality
Get someone’s attention in a busy room.
Heartening: Clear up a bruise.
+ Vitality
Nonverbally hold someone’s interest.
Heartening: Restore a Mid Cost’s worth of Stamina or Essence.
++ Vitality
Draw focus of a crowd away from a scuffle.
Heartening: Close up a deep cut.
+++ Vitality
Keep someone talking even as they try to kill you.
Heartening: Knit a broken bone.
++++ Vitality
Tempt a bloodthirsty monster away from helpless prey.
Heartening: Restore a full Threshold of Stamina or Essence.
+++++ Vitality
Distract a regiment of trained soldiers from a battle at hand.
Heartening: Reattach a severed limb (with imperfect recovery of function).
Baseline Might
Lift your own bodyweight.
+ Might
Crush an apple one-handed.
++ Might
Rip a college textbook in half.
+++ Might
Lift one end of a car.
++++ Might
Overhead press an entire car.
+++++ Might
Throw a car a dozen yards.
Baseline Resilience
Survive several minutes of severe bleeding.
+ Resilience
Pop a dislocated shoulder back in without flinching.
++ Resilience
Endure full-body immolation for over a minute.
+++ Resilience
Take a baseball bat straight to the chest with barely a bruise.
++++ Resilience
Survive a pistol shot to the skull without losing consciousness.
+++++ Resilience
Grab a swinging sword without it even breaking skin.
Baseline Spirit
See through a clumsy lie.
Intuition: Confirm that someone is being sarcastic.
+ Spirit
See fear in someone’s eyes.
Intuition: Confirm that a mysterious stranger is a friend.
++ Spirit
Pick out unspoken tension between two people in a group.
Intuition: Confirm that great danger is imminent.
+++ Spirit
See past a carefully crafted facade.
Intuition: Confirm the nature of an unknown magic.
++++ Spirit
Determine the sentimental value of an object.
Intuition: Confirm a condemned man’s innocence despite all evidence to the contrary.
+++++ Spirit
Get a sense of what recently happened in a room you enter.
Intuition: Confirm a secret that not a single other soul knows.
Baseline Arcane (Without Sacrifice)
Manifestation: Light a cigarette with a snap of the fingers.
+ Arcane (Without Sacrifice)
Manifestation: Glow brightly.
++ Arcane (Without Sacrifice)
Manifestation: Dictate to a pen while it autonomously transcribes your words.
+++ Arcane (Without Sacrifice)
Manifestation: Hurl a head-sized fireball.
++++ Arcane (Without Sacrifice)
Manifestation: Animate a suit of armor to briefly fight at your side.
+++++ Arcane (Without Sacrifice)
Manifestation: Drain a target’s life through prolonged touch.
Baseline Will
Essence: Drop a Threshold after two Mid Costs.
Defiance: Skydive despite being scared to do so.
+ Will
Essence: Drop a Threshold after seven Low Costs.
Defiance: Become fully lucid for a few moments during Red Essence Exhaustion.
++ Will
Essence: Drop a Threshold after three Mid Costs.
Defiance: Briefly ignore the pain of a broken limb.
+++ Will
Essence: Drop a Threshold after two High Costs.
Defiance: Remain conscious even after several minutes without air.
++++ Will
Essence: Drop a Threshold after five Mid Costs.
Defiance: Lock eyes with a gorgon without turning to stone.
+++++ Will
Essence: Drop a Threshold after three High Costs.
Defiance: Safely handle a cursed artifact known to kill anyone who touches it.
Baseline Sensory
20/20 vision.
+ Sensory
Detect a subtle change in wind speed/direction.
++ Sensory
Smell poison in a drink.
+++ Sensory
Hear someone’s breathing through a solid wall.
++++ Sensory
Count the number of people in a small crowd at a glance.
+++++ Sensory
Pick out the heartbeat of someone buried alive.
Baseline Reflex
Climb a rope.
+ Reflex
Slowly cross a tightrope.
++ Reflex
Backflip on a tightrope.
+++ Reflex
Quickly cram yourself into a square box a third your height.
++++ Reflex
Comfortably land a 3-story drop unscathed.
+++++ Reflex
Walk in someone’s shadow, matching every movement, without being noticed.
Baseline Vigor
Run up a three story staircase in under 20 seconds.
Stamina: Drop a Threshold after a pilates session.
+ Vigor
Keep pace with a casual cyclist.
Stamina: Drop a Threshold after sprinting a mile.
++ Vigor
Throw 60 full-power punches in a minute.
Stamina: Drop a Threshold after jogging a marathon.
+++ Vigor
Keep pace with a horse.
Stamina: Drop a Threshold after 10 minutes of max-intensity combat.
++++ Vigor
With a running start, leap clean across a four-lane street.
Stamina: Drop a Threshold after sprinting a marathon.
+++++ Vigor
Keep pace with a car on the highway.
Stamina: Drop a Threshold after summiting a mountain at top speed.
Baseline Skill
Catch a thrown object one-handed.
Expertise — Piano: Play a simple, two-handed piece.
+ Skill
Safely toss a knife to yourself without looking.
Expertise — Wrestling: Armbar an untrained person who’s larger than you.
++ Skill
Balance a pyramid of filled wine glasses at a brisk walk.
Expertise — Driving: Powerslide into a perfect parallel park.
+++ Skill
Effortlessly hit a bullseye.
Expertise — Painting: Produce a photorealistic portrait in minutes.
++++ Skill
Catch a fly between two fingers without killing it.
Expertise — Surgery: Perform an open-heart operation solo.
+++++ Skill
Cut a bullet mid-flight.
Expertise — Lockpicking: Open a tumbler lock in seconds without any tools.
Baseline Intelligence
Deduction: Confirm that a clean knife was recently used.
Expertise — A Local Language: Know the name of that language and a basic greeting.
+ Intelligence
Deduction: Confirm that a fleeing suspect has doubled back when the trail goes cold.
Expertise — Cartography: Decipher a strange map.
++ Intelligence
Deduction: Confirm a secret passage’s presence based on an untraceable breeze.
Expertise — Computers: Hack a mainframe first try.
+++ Intelligence
Deduction: Confirm that someone is a dentist by the way they hold a pen.
Expertise — Entomology: Recite any fact about any local species of ant.
++++ Intelligence
Deduction: Confirm a villain’s master plan based on the password to his computer.
Expertise — Chemistry: Create a potent explosive out of pantry ingredients.
+++++ Intelligence
Deduction: Confirm the precise time and cause of a death from a single drop of blood.
Expertise — Stock Trading: Quadruple an investment in minutes.
Baseline Luck
Happenstance: Find an inconsequential object.
+ Luck
Happenstance: A harmful strike becomes a glancing blow.
++ Luck
Happenstance: Find a useful object convenient to hand.
+++ Luck
Happenstance: An enemy improbably misses an easy killing blow.
++++ Luck
Happenstance: A critical item happens to be left unattended in your presence.
+++++ Luck
Happenstance: Clean out a poker table without once needing to bluff.
Abilities
Add a perk to any ability you have. A new perk can compound with an existing perk or another perk you add here.