Lillith Paddington
Character Info
Class: Lithomancer
Level: 1
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.
Baseline Might
Lift your own bodyweight.
+ Resilience
Pop a dislocated shoulder back in without flinching.
Baseline Spirit
See through a clumsy lie.
Intuition: Confirm that someone is being sarcastic.
++ Arcane (Without Sacrifice)
Manifestation: Dictate to a pen while it autonomously transcribes your words.
+ Will
Essence: Drop a Threshold after seven Low Costs.
Defiance: Become fully lucid for a few moments during Red Essence Exhaustion.
++ Sensory
Smell poison in a drink.
Baseline Reflex
Climb a rope.
Baseline Vigor
Run up a three story staircase in under 20 seconds.
Stamina: Drop a Threshold after a pilates session.
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
Pitch a small landform to abruptly rip from a chosen point in the earth.
- Essence Cost
- Low
- Range
- Low
- Cooldown
- Low
Paired Action: Manipulate natural earth in a manner befitting the Pitched landform.
- Impact, including the explosiveness of the landform’s appearance where desired, scale Low–High with the intensity and/or complexity of the user’s Paired Action.
- Targeted earth returns to normal over a Low-Mid Duration scaling on the landform’s inherent stability.
Turn yourself to solid rock, becoming extremely heavy and nigh-invulnerable to most harm but also completely blind.
- Essence Cost
- Mid
- Max Duration
- Mid
- Cooldown
- Mid
Paired Action: Tense your body. You must continue to do so or Stoneskin will end prematurely.
- The user’s agility is reduced, but they are otherwise unencumbered.
- Certain threats may bypass Stoneskin’s protection as intuitive. (e.g. Jackhammer, psychic blast, drowning, etc.)
Strike the ground to receive an answer from your Conduit to a basic, spatial question about anything making contact with the ground after a brief delay.
- Essence Cost
- Low
- Range
- Low–High
- Max Delay
- Low
- Cooldown
- Low
Paired Action: Impact the ground, then wait to feel the vibrations echo back.
- Range and delay both scale with the force applied through the Paired Action. (e.g. A tap of the foot would have a Low Range and a delay of mere seconds; slamming a heavy tool would have a High Range and a Low delay.)
- Questions may have up to High Impact, scaling on how prominent the target is (due to its size, weight, movement, etc.). (e.g. A single, stationary human would only afford Low Impact; a parked vehicle would afford Mid Impact; a terrain feature like a house would afford High Impact.)
Signature Gear
Belt of baseball-size stones, which may be set to magically orbit the user at will.
- Quantity
- Low
- Lightness Boost
- Low
- Orbiting stones may be magically launched as projectiles or intercept incoming attacks, expending any stone(s) used.
Heavy gauntlets of shaped stone.
- Boosts the owner’s punching power (Mid Impact).
- Plunge these gauntlets into natural earth to magically coat them with it, hardening into a simple Pitched shape (Low Cooldown).
Thin-soled sandals made of simple cord.
- Provides a High Ward against natural, ground-based hazards (sharp stones, lava, quicksand, etc.).
- Boosts the owner’s agility on rugged terrain (Mid Impact).
- With a running start, the owner may slide across natural earth in a fully controlled manner akin to ice skating.
Two-handed mallet with a stone head.
- Durability Boost
- High
- Lightness Boost
- Mid
- Deals disproportionate damage to terrain features (High Impact).
- With a big windup, slam the ground to create a cone-shaped shockwave along the ground, dealing Low damage and knocking back all in its path (Low Range, Low Cooldown).
Appearance
A lean, weathered man in a patched coat and cord sandals. His eyes are clouded gold and don't track movement; he tilts his head and listens instead. His hair has a brindle streak that isn't natural for a human, and in low light a faint gold shimmer hangs around his shoulders. Stone gauntlets on his hands, a belt of river stones at his hips that drift into orbit when he's uneasy. He moves quick and low, and stops mid-stride when he hears something.
Background
Lillith Paddington
Lillith and Paddington were a inseparable duo. When Paddington was young he ventured into the wilderness on a trek to find a companion. After a strenuous search, at the point of almost giving up he stopped for a rest. From the shadows, appeared a mysterious being. As it crept from the darkness, a shining golden aurora appeared. The bond was forged instantly. They were best of friends.
The pair traveled the lands, exploring nature, running on beaches, climbing trees, chasing birds and digging holes were few of the many activities that occupied their days. As the days drew on, Lillith grew old at a rate that shocked Paddington. After many adventures, memories and times shared together, Lillith was layed to rest.
In his mourning Paddigton searched for meaning, but there was none to be found. Paddington became a recluse, not understanding the purpose of life. Until one day, he finally was layed to rest.
However, this is not the end of this Duo's story...as Paddington closed his eyes and breathed his last breath, he awoke in a strange land.
As he awoke he got a glimpse of his surrounding. Trees and birds and a babbling brook, is what he remembers. As he was gaining his bearings, his eyesight began to dwindle, but he could hear and smell his surrounding in a way he never experienced. He felt a familiar companionship he remembered from his childhood, but he couldn't quite put a finger on why he felt this way.
After many months of exploring the woods, gaining a feel for his new abilities, he finally understood, Lillith's Spirit is coursing through his veins. With a new lease on life, Paddington assumes a new name, Lillith Paddington, and a new lease on life. Lillith Paddington's life, which once felt over, has just begun.
Level Up — Lillith Paddington
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.