Miguel Marquez (Quetzalcoatl)

Description:

Arcana
Prime 3 (Disciple) – 5 dice (Prime 3 + Gnosis 2)
Forces 3 (Disciple) – 5 dice (Forces 3 + Gnosis 2)
Matter 2 (Apprentice) – 4 dice (Matter 2 + Gnosis 2)

Active Mage Sight
Prime – highlights anything the mage can use as a Yantra, and the presence (if not the composition) of any Awakened spell or Attainment effect. Mages using Prime Sight can recognize tass with a glance, and tell when they are in a Hallow or Node.
Forces – detects motion and highlights the presence of environmental Tilts, fire, electricity, and other hazards. With a glance, a mage can tell if a device is powered.
Matter (costs 1 Mana) – allows the mage to determine the Structure and Durability of anything he looks at, as well as highlighting the value and quality of items (in game terms, telling the player the Availability and Equipment Bonus of any object).

Attainments
Counterspell
Universal Counterspell – The mage may use Counterspell on any Awakened spell. The player rolls Gnosis + Prime when the character does not know the Arcanum used, or when this would be a higher dice pool than the appropriate Arcanum. The mage may also spend a point of Mana to Counter a spell’s lowest Arcanum rather than its primary Arcanum.
Precise Force – If the mage has a full turn to calculate her action to strike an object, she can take the 9-Again quality on the roll. If she’s applying force to a stationary object, she can ignore two points of Durability, and a successful hit automatically causes two additional Structure damage. Against a stationary, armored target, this strike destroys (and ignores) 1/1 armor if successful. This Attainment doesn’t work against anything moving faster than a casual walk.
Permanence – may spend one Mana instead of using a Reach to use the Advanced Duration spell factor of a spell with Matter as its highest Arcanum.
Prime Mage Armor – spend 1 Mana, active for scene. One mage armor at a time but spend 1 Mana to reflexively switch between Arcana. Reduces the damage of all wholly supernatural attacks by Prime (3).
Forces Mage Armor – spend 1 Mana, active for scene. One mage armor at a time but spend 1 Mana to reflexively switch between Arcana. Applies the mage’s full Forces rating (3) as general armor, applicable against all damaging physical attacks and the automatic damage from fire and electricity. It has no effect on mental or psychic attacks.
Matter Mage Armor – spend 1 Mana, active for scene. One mage armor at a time but spend 1 Mana to reflexively switch between Arcana. Applies the mage’s full Matter rating (2) as general armor, applicable against all damaging physical attacks. It is immune to Armor Piercing. Matter Armor has no effect on mental or psychic attacks.
Targeted Summoning – spend +1 Mana when summoning a Supernal being to specify a second Arcanum that you want it to have (currently: either Prime or Forces).
Hear the Wind – emulates the spell “Tune In,” but doesn’t function if the mage can’t breathe or is in an airtight space. It lasts for a number of turns equal to the mage’s dots in Forces +1, and assigns its Reach to instant casting.
Optional: Prime 1 – add the effects of “Pierce Deception” to Hear the Wind.

Conditions
Secret King (exceptional-on-3-succ. social roll vs those invested in tags by revealing identity)
Steadfast (re: human sacrifice investigation)
Clear Sight (Steadfast for perc rolls)
Inspired (secret Arrow work)

Attributes
Physical: Str 3, Dex 2, Stam 2
Social: Pres 3, Manip 1, Comp 3
Mental: Int 3, Wits 3, Resolve 2

Skills
Physical (-1 unskilled): *Athletics 1, Brawl 1, Drive 0, Firearms 0, Larceny 0, Stealth 1, Survival 0, Weaponry 4 (Swords)
Social (-1 unskilled): Animal Ken 0, Empathy 2, Expression 3 (Graffiti), *Intimidation 1, Persuasion 3, Socialize 1, Streetwise 1, Subterfuge 0
Mental (-3 unskilled): Academics 1 (Art History), Computer 0, Crafts 3, Investigation 1, *Medicine 1, Occult 2, Politics 0, Science 0

asterisk = rote specialty skills, Adamantine Arrow

Advantages
Defense: 3 (lower of Dex/Wits + Athletics)
Defense w/Weapon: 6
Defense w/Sword: 7
Armor: Kevlar vest [1/3, torso]; leather jacket and reinforced pants [1/0, torso, arms, legs].
Size 5
Health 7 (Stam + Size)
Initiative: +5 (Dex + Comp) (penalty depending on weapon)
Speed 10 (5 + Str + Dex)
Willpower 5 (Comp + Res)
Wisdom 6
Mana: 11/11; 2 per turn
Gnosis 2 (ritual interval 3 hrs, 2 Yantras, Paradox 1)

Merits
Order Status 1 (Adamantine Arrows)
High Speech – can use High Speech as a Yantra.
Language 1 – can speak and read Mexican Spanish
Mana Sensitivity 1 – Hallows and stored Mana trigger Peripheral Mage Sight, even without an active magical effect.
Potent Nimbus 1 – add 2 to Gnosis for purpose of Nimbus Tilt (current total: 4/2=2 tilts). Add 1 to rolls to flare Nimbus.
Dream 1 – can enter dreams without a meditation roll; can seek divinations and sat the ST a yes-or-no question, one per chapter.
Hallow 2 – magical nexus that produces 2 Mana per day, will stop producing while 6 Mana has accumulated in tass.
Shadow Name 2 – Quetzalcoatl
Armed Defense 2 –
– Cover the Angles: Whenever you take a Dodge action, reduce the Defense penalties for multiple attackers by 1. You can apply your full Defense against the first two attacks, suffer a -1 penalty against the third, and so on.
– Weak Spot: You swing against your opponent’s arm, rather than his own weapon. Use this ability when defending against an armed attacker. If your Defense reduces his attack pool to 0, he’s disarmed. If you Dodge, you disarm your opponent if your Defense roll reduces his attack successes to 0.
Defensive Fighting 1 – can substitute Weaponry dots for Athletics in Defense calculation, if in hand
Adamant Hand – use Weaponry in combat as a reflexive Order tool Yantra, adding dice to a spell cast on subsequent turns, or to a spell cast reflexively in the same turn as the combat action. (You may purchase this Merit multiple times to reflect the other styles.)

Praxes
Words of Truth (Prime 2)
Channel Mana (Prime 3)

Rotes
Platonic Form (Prime 3) – Expression
Control Gravity (Forces 2) – Occult
As Above, So Below (Prime 2) – Occult
Craftsman’s Eye (Matter 1) – Crafts

Tamers of Winds Yantras
Casting outdoors in a storm (1, or +2 if the weather inflicts a Tilt or Condition);
using recording devices (cameras, tape recorders, paintbrushes, etc.) or wind-capturing devices (fans, pinwheels, sails, etc.) in the casting (
1);
succeeding on a perception or Empathy-based roll relevant to the spell (2);
inspiring someone else to new understanding or knowledge (
2)
Tamers of Winds Oblations (cannot gain more than [Forces] Mana per day outside a Hallow)
Flying, floating, or gliding for one hour, either under one’s own power or using a device open to the air (a biplane, a hang glider, etc.);
recording a momentous performance or occasion, or otherwise capturing something meaningful in a way that can be passed on;
writing a journal entry;
meditating with weather sounds, either real or recorded, for one hour.

Attacks
Longsword: Dam +3, Init -2, Size 3, Availability 3, 8-again
Stun Gun: Dam +0, Range Close, Capacity Medium, Init -1, Size 1, Availability 1, Slow/Stun, 8-again
Knife: Dam +0, Init -1, Size 1, Availability 1, 8-again

Equipment
Steelclad Ogún statue [Path]
Steel Adamantine Arrow ring [Path]
Knife (steel, weapon) [Path, Order]
Sword (steel, noble weapon) [Path, Order]
Stun Gun [electricity, weapon) [Path, Order]
Eleke necklace (petrified wood) [Path, Dedicated]


Common Spells:

“I Need X Right Now” Tool Creation – Platonic Form as a Rote
Prime 3 + Gnosis 2 + (Expression 3 Yantra)
Free Reach: 3 (1 spent on Instant Cast) (1 on 8-again) (1 on Advanced Duration)
Potency 3 (all 3 spent for +3 equipment bonus/weapon damage)
Duration: 1 scene
8-again, 1 use

“I will need a good X” Tool Creation – Platonic Form as a Rote
Prime 3 + Gnosis 2 + (Expression 3 Yantra) – 2 (1 scene → 1 day)
Free Reach: 3 (1 spent on Instant Cast) (1 on 8-again) (1 on Advanced Duration)
Potency 3 (all 3 spent for +3 Mana Capacity)
Duration: 1 day
8-again, 1 use (unless one adds up to 3 Mana into it, which requires 3 turns or 1 with Channel Mana and Reach, in which case it’s 4 uses)

Long-term Yantra Enhancement – As Above, So Below as a Rote
Prime 3 + Gnosis 2 + (Occult 2 Yantra) – 2 (Potency 1→2)
Free Reach: 4 (1 spent on 8-again) (1 on Advanced Duration) (1 for sensory range) (1 on Instant Cast)
Duration: 1 scene, 1 day, or 1 week
Potency: 2
Target 2 Yantras, give them 8-again powers for a scene/day/week

Momentary Squad Yantra Enhancement – As Above, So Below as a Rote
Prime 3 + Gnosis 2 + (Occult 2 Yantra)
Free Reach: 4 (1 spent on 8-again) (1 on Duration → Potency) (1 for sensory range) (1 on Instant Cast)
Potency: 3
Duration: 1 turn
Target 3 Yantras, give them 8-again powers for a turn

Object Discernment – Craftsman’s Eye as a Rote
Matter 2 + Gnosis 2 + (Crafts 3 Yantra)
Free Reach: 5 (2 spent on 8-again usage for all potential uses) (1 on Advanced Duration) (1 to break past Maintenance limit)
Duration: 1 scene
Potency: 1
Target X tools, use them with 8-again quality for a turn
(studying the object for a turn is written as the baseline, so Instant Cast seems unnecessary)

Difficult Traversal – Control Gravity as a Rote
Forces 3 + Gnosis 2 + (Occult 2 Yantra)
Free Reach: 4 (1 on Instant Cast) (1 on Advanced Duration) (1 on Advanced Scale) [1 for Reaching above limit if necessary]
Duration: 1 week
Potency: 1
Scale: A large house or building

Enemy Confounding – Control Gravity as a Rote
Forces 3 + Gnosis 2 + (Occult 2 Yantra)
Free Reach: 4 (1 on Instant Cast) (1 on sensory range) (1 on Advanced Scale) [1 for Reaching above limit if necessary]
Duration: 3 turns
Potency: 1
Scale: Arm’s reach up to Large house

Up until the opening of Mezzanotte:
Current Experiences: 3
Total Earned Experiences: 22
Current Arcane Experiences: 5
Total Earned Arcane Experiences: 10

Expenditures:
Weaponry 2→3 (2 XP)
Control Gravity Rote (1 AXP)
Adamant Hand (2 XP)
Gnosis 2 (4 XP + 1 AXP)
Willpower 5→6 (1XP) SPENT ON RELINQUISHED FIND THE BALANCE
Shadow Name 1→2 (1 AXP)
Matter 2 (3XP + 1AXP)
Brawl 0→1 (2XP)
Legacy Initiation: the Tamers of Winds (1XP)
Forces 3 (2XP + 2AXP – 1AXP)
Weaponry 3→4 (2 XP)

Bio:

Age: 20
Birthday: March 28, 1996
Concept: Mystic street artist who seeks truth in symbols
Virtue: Loving
Vice: Prideful

Path: Obrimos
Order: Adamantine Arrow

Immediate Nimbus: Sunlight shattering prismatic around him, a rising portentous wind, and a feeling that one can do it
Nimbus Tilt: +1 Expression (and 8-again), +1 Stamina
Signature Nimbus: Lingering color sharpness and clarity of purpose
Long-Term Nimbus: Heightened expression / idealism, more frequent thunderstorms and sunny days
Dedicated magical tool: Eleke

Aspirations
- Get hooked up with an Aether Demense
- Set Steve up for success in the Awakened community
- Unravel the Mystery of Lucy’s powers

(don’t forget:
- Use Control Weather to paint a sunset
- Establish a public studio for Miguel’s art (possibly after a timely Secret King revelation)
- Summon a Supernal Angel and sketch/paint it
- Use Platonic Form)

Obsession
Paint revelations of Awakening until the public is buzzing about them

Miguel Marquez (Quetzalcoatl)

Antennas to Heaven Ebran