AZAEL

Fallen Angel of Nightmares and Archduke of Hell

Description:

ASPECTS:

HIGH CONCEPT: DENARIAN SORCERER

TROUBLE: PRIDE GOETH BEFORE THE FALL

THE PURSUIT OF POWER

GAUNT AND MONSTEROUS TO BEHOLD

MASTER OF HELLFIRE

THEY PLAY CHECKERS WHILE I PLAY CHESS

WIELDER OF THE SWORD OF WRATH

SKILLS

(6) Fantastic: Lore
(
5) Superb: Weapons
(4) Great: Deceit, Fists, Intimidation, Presence
(
3) Good: Athletics, Conviction, Discipline
(2) Fair: Alertness, Contacts, Rapport
(
1) Average: Unlisted skills default to Fair or Average

Initiative: Always First
Languages Spoken:
Notes: ATTACK 3 W7 with sword DEFENSE +5/7 ARMOR 2 with ARMOR 5 three times per session.

STUNTS

POWERS

HUMAN GUISE [-0]

SUPERNATURAL STRENGTH [-4] (page 183)

- SUPERIOR LIFTING +6 to Might when lifting or breaking inanimate objects.
- BLUDGEONING STRENGTH Roll Might at +2 when used for grappling. Also allows 3-stress hit as a supplemental action during a grapple.
- SUPERLATIVE STRENGTH Might always provides +2 when used to Modify another skill.
- LETHAL BLOWS Add +4 to damage with attacks dependant on muscular force.

SUPERNATURAL SPEED. [-4]

- SUPREME INITIATIVE. Always first in initiative.
- SUPERIOR ATHLETIC ABILITY. +2 to Athletics; +4 to sprint
- FASTER THAN THE EYE. -4 penalty for moving Stealth.

SUPERHUMAN TOUGHNESS [-4]

- Harder to Hurt: Armor 2 against all physical stress
- Harder to Kill: Four more boxes of physical stress

INHUMAN RECOVERY [-2]

- Total Recovery: Can heal anything withs suffcient time
- Fast Recovery: Out of combat, heals consequences as if they were one degree less severe
- Vigorous: Endurance never restricts other skills. Can skip a night’s sleep with no ill effects.

CATCH [+2]

- Blessed swords, holy water, faith magic, that sor t of thing.

EVOCATION [-3]

- SPECIALIZATION. Power Bonus with Fire Magic. +1 Conviction with Fire Spells

REFINEMENT [-3]

- +2 Control Fire Magic
- +2 Power Fire Magic
- +1 Control Spirit Magic
- +1 Power Spirit Magic

EVOCATION NOTES

Default Power: 3 Default Control: 3

Elements

Fire (Powr: 6 / Ctrl: 5)
Earth (Powr: 0 / Ctrl: 0)
Spirit (Powr: 4 / Ctrl: 4)
Water (Powr: 0 / Ctrl: 0)
Air (Powr: 3 / Ctrl: 3)
Notes: With Medallion Fire (6/6). Damaging Spells are +1 due to Hellfire

THAUMATURGY [–3] (page 275)

- SPECIALIZATION. Summoning Complexity Bonus.

THE SIGHT [-1]

- ARCANE SENSES
- WIZARD’S TOUCH
- OPENING THE THIRD EYE

SPONSORED MAGIC: HELLFIRE [-2]

- Standard sponsored magic benefits (page 288). Hellfire likes to inflict pain and harm, but isn’t particularly concerned about being controlled; gain a +1 to the power or complexity threshold on any spell intended to inflict stress or consequences.

SWORD OF WRATH [-2]

Description: A longsword with a straight, double-edged blade, a forward-curved cross-guard. Musts: You must have an aspect related to your position as carrying the Sword of Wrath. Skills Affected: Discipline, Empathy, Weapons, social skills.

Effects:

  • [-0] IT IS WHAT IT IS.
    It is a permanently-sharp longsword, treated as Weapon:3 in combat.
  • [-0] UNBREAKABLE.
    As an Item of Power, this item cannot be broken except with a magical ritual predicated upon perverting its purpose.
  • [+2] ONE-TIME DISCOUNT.
    This item is not easy to hide.
  • [-1] FLAMES OF WRATH.
    The Sword of Wrath counts as Holy and as Fire for the purpose of fulfilling Catches.
  • [-1] DIVINE WRATH.
    When smiting those with cause to fear the Righteous Wrath of God (fallen angels, demons and servants of other gods or evil beings) the Sword of Wrath gain a +1 to the wielder’s weapon skill.
  • [-1] WRATH IS MY SHIELD
    As a blade imbued with powerful magics, you may use the Weapons skill to defend against magical evocations, as well as ranged attacks.
  • [-1] BRINGER OF DEATH The Sword of Wrath’s power is such that those who recognize it will tread a little lightly, lest they find themselves on the wrong end of the blade. All social skills are rolled at +1.

TOTAL REFRESH COST:

CURRENT REFRESH:

STRESS

Physical 0000
Toughness 0000
Mental 0000
Social 0000

FOCUS ITEMS (4 slots)

  • RUBY MEDALLION (2 slots)
    +1 Control with Offensive and Defensive Fire Magic

Enchanted Items / Potions (4 slots)
Base Strength: 6

  • MYSTIC CLOAK (2 Enchanted Items Slots)
    - Armor 3 with 3 uses per session.
  • RUBY RING (2 Enchanted Item Slots)
    - Weapon 7 Attack with 2 uses per session.

ROTE SPELLS

  • FIRE SHIELD
    Stress Cost: 1
    Type: Defensive
    Duration: 1 Exchange.
    Mechanics: 1
    Story of the Spell: Block 5 vs. Attacks
  • RING OF FIRE
    Stress Cost: 1
    Type: 1Defensive Block
    Duration: 1 Exchange.
    Mechanics: Block 5 vs. Athletics to enter an Area.
    Story of the Spell: Creates a ring of hell fire that surrounds the area.
  • FIRESTORM
    Stress Cost: 1
    Type: Area Fire Attack
    Duration: 1 Exchange.
    Mechanics: Weapon 5 attack over an area.
    Story of the Spell: Whirlwind of fire blasting an area.
  • HELLFIRE
    Stress Cost: 1
    Type: Attack
    Duration: Instant
    Mechanics: W6 Attack +1 for Hellfire
    Story of the Spell: Blast of pure Hellfire.
  • VEIL
    Stress Cost: 1
    Type: Spirit BLock
    Duration: 1 Exchange
    Mechanics: Block of 4 vs. Alertness
    Story of the Spell:
  • DIRECTED WIND
    Stress Cost: 1
    Type: Telekinetic Wind Spell
    Duration: 1 Exchange.
    Mechanics: Grab something and move it one Zone with a Strength of 3.
    Story of the Spell: A howling wind whips up to grab an item or person and move them a zone.
Bio:

AZAEL

THE EMERALD CITY HumAnnoyd