Ankheni-Mehtep

From Anu Anu RPG
Jump to: navigation, search

XP[edit]

Gespielt: 2


  • Band 1: Attribute,Skills 46xp
    • 3-5 occult 27xp
    • 3-5 stealth 18xp

  • Band 2: Merits,Willpower 50xp
    • 0-1 Tolerance Biologie 2xp
    • 0-1 Natural immunity 2xp
    • 0-2 Dangersense 6xp
    • 0-1 Direction sense 2xp
    • 0-2 Fast Reflexes 6xp
    • 0-1 fresh start 2xp
    • 0-3 iron stamina 12xp
    • 0-3 Fleet of foot 12xp
    • 0-2 Anonymität 6xp

  • Band 3: Powers,Supernatural-Merits 63xp (ich hatte mich verzählt deshalb keine geister beschwörungen)
    • 0-1 Darkvision 5exp
    • 0-3 Beast Magic Death 30exp
    • Rotes
      • Death armor 4xp
      • Twilight gate 6xp
      • Devouring the dead 6xp
      • Summon Shadow 6xp
      • Quicken corps 6xp

  • Band 4: Retainer

Charakterbeschreibung[edit]

Mimma Lemnua: The Hungry Darkness

There is crime, and there is punishment. When a now- forgotten king of old Akkad withheld his blessing from the crops, the people starved in droves. Children perished, and elders withered in the beds. Meanwhile, the king and his court gorged themselves on fine wines and honeyed wheat cakes. They never noticed the clicking and skittering of 10,000 little legs, or the hard eyes that gathered until the sun had passed. Nor did the king and his court note the serving girl with equally hard eyes noting each one of them as she fed them succulent dates. When two-score skeletons, stripped as clean as bleached reeds, awaited the morning servants, no one thought to search the darkest corners of the rooms, or find the hard-eyed serving girl whose name no one recalled. And if those servants had, the previous night, heard muffled coughs, as if a fat man or woman were choking on some thick morsel, the servants thought no more about such things. For there is crime, and there is punishment. And sometimes Justice crawls. Quiet and so very often cold, a Mimma Lemnu shapechanger moves with a certain stiffness in her joints. Her dark eyes miss little, and her fingers twitch and crackle as she moves. If you look closely (which few people do), you might notice bumps that seem to slide beneath her skin. When the time has come to act, however, she throws aside her clothes and spills into a scuttling mass of beetles, each governed by a single mind. Her Primal form con- sists of this surging mass of hungry arthropods. There is no War-Beast form for this breed, however — they don’t need one. In human guise, a feral of the Hungry Darkness looks lean and bitter. She’s never moved to emotional displays. If and when she’s angry enough, you’ll know. The scuttling of her tiny feet sounds elo- quent enough.

Breed Favors: Fang and Claw, Pack Bond,Swarm Form

Breed Bonus: In Primal form, this feral is smaller than Size 1, and can scatter in all directions yet stay connected through her hive-mind bond. The swarm cannot use human manual skills, but ignores Defense when attacking. To attack, the swarm must surge over the opponent and remain in place for at least one turn. Once in place, the shapechanger inflicts one lethal Health point per turn until the shapechanger retreats or is harmed by fire, electricity or some other attack that inflicts equal damage on the target.

Common Aspects: Catwalk, Clamber, Culling the Weak, Darksight, Exoskeleton, Gross Eater, Invisible Marking, Many- Legged, Nine Lives, Pack Bond, Resilient Form, Skin Double, Unspeakable, Venomous, Wallwalking

Form Adjustments Primal Beast (swarm form): Mental Attributes: Per character Physical Attributes: Strength 1, Dexterity 5, Stamina 4 Social Attributes: Presence 3, Manipulation 0, Composure per character Size 5 (of swarm itself), Health 8, Speed 9 (species factor 4 + Dexterity

Wind-Dancer: Flighty, inquisitive, uncanny. Wind-Dancer: Investigation, Occult, Stealth.

Charakterentwicklung[edit]

Charakterbogen[edit]

Virtue:     Vice: 

Str: 2        Pre: 2        Int:  2   
Dex: 3        Man: 1        Wit:  2   
Sta: 3        Com: 3        Res:  3   

Skills: 
3 Athletics  
3 Larceny 
  Profession
5 Stealth 
  Schatten,Primal,Profession
2 Survival 
  Profession
1 Animal Ken 
2 Intimidation 
1 Streetwise 
1 Academics
3 Investigation  
5 Occult  
Brawl  Computer  Crafts   Drive  Empathy  Expression  Firearms 
Medicine  Persuasion  Politics  Science  Socialize  Subterfuge  Weaponry

Rotes:

Aspects  (7)
 
Swarmform (free)
Fang and Claw 1 (free)
Packbond (free)
Nine Lives  (5) 
Extra ordinary specimen (1)
Gross eater (1)
Darkvision
Beast Magic Death 3

Merits: (18 start punkte 7 mortal 7 supernatural 4 low morality) 
APT:Assasine 4 (4 Startpunkte)
 contacts Agypticher untergrund 
Memories of the Hive (eidetic memory ) (2 start punkte)
Multilingual (1 startpunkt)
 deutsch, englich
Sprache: Arabisch 2 (freie sprache von akademics)
Toxinresistenz 3 (3 start punkte)  +2 gegen drogen gifte und Toxine
Stiking Looks 4                    +2 aussehens bonus in Menschen form (da illusionär als supernatural merit gekauft)
SS:Spelunker 1
  when moving through tight spaces, character can ignore penalties to Speed due to
  hazardous terrain up to [rating]; 9-again to rolls to retain balance in enclosed area
Scout (2 start punkte)             +1 to all Perception and Stealth attempts in rival shapechanger’s territory
Toleranz bio                       +2 gegen Ekelfacktor
Natural imunity                    +2 gegen Krankheiten Infectionen und Erkrankungen(fragt mich net steht so im buch)
Danger sense                       +2 gegen überaschungen
Direction sense                    interner compass +2 auf labyrinthe
Fast reflexes 2                    +2 ini
Iron stamina 3                     ignoriere 3 punkte an abzügen durch schmerz oder erschöpfung
Fleet of foot 3                    +3 speed
Fresh start                        aktion auf wenden um ab nächster runde an anderer stelle in der ini reihe dran zu sein
 
Morality: 5
Derangements: 

Health (8): 
Willpower (6):

Power Stat: Feral Heart 1
Power Pool (10):

 Ini Mod:  7/10       Size: 5/6        Speed:   13/12  
 Defense: 2       Armor: 1/1 (4/4 mit magearmor)

Spells[edit]

Entropic Guard (Death ••)
By stealing vigor from incoming attacks, a mage guards himself
against harm. Effectively, the mage’s shield attacks the vitality of
an incoming assault, eroding its forcefulness with a primal decay.
Practice: Shielding
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert
Cost: 1 Mana (optional)
The mage gains one point of armor per dot he possesses in the
Death Arcanum. By spending one Mana, the Duration can be
made one day. Most mages cast such a shielding spell at the
beginning of the day, as part of their morning rituals. Successes
are used to combat attempts to dispel the ward. Note that this
magical armor does not apply against an opponent’s attempts to
achieve a grappling hold on the mage (Fate, Mind, Space and
Time Arcana provide shielding spells to accomplish that). This
spell will, however, work to steal vigor from a grappler’s Strength
+ Brawl rolls to overpower the mage.
Devouring the Slain (Death •••)
While any mage can commit a living sacrifice to gain Mana (see
p. 78), this spell is an act of sorcerous cannibalism that allows a
willworker to regain strength from the souls of the dying without
necessarily killing them (although it certainly harms them). A
mage can restore her resolve or “burn out” a living human Pattern
for its Mana, drawing this energy directly into her own stores to
use as she will. The spell does not work if cast upon an animal; if
it is, nothing happens. If used on a vampire or other form of
walking dead, the spell provides no benefit to the mage. In
general, the spell is meant for use upon a normal human being,
and any attempt to diverge from that procedure is not apt to go
well for the caster.
Practice: Fraying
Action: Instant; subtract target’s Stamina
Duration: Lasting
Aspect: Vulgar
Cost: 1 Mana
The mage must first grab hold of the target, with a Strength +
Brawl roll, subtracting the target’s Defense. If successful, he can
cast this spell as an instant action in the following turn. (With
Death 4, he can cast this spell at sensory range as an instant
action. He needs Death 5 before he can add Space 2 for a
sympathetic casting.) Each success allows the mage to replenish
one of his spent Willpower points by harvesting it from a person
who has suffered at least one aggravated wound during the
current scene (including one who has lost all of his Health to
lethal damage and now suffers aggravated damage as his body
dies), up to a maximum of the victim’s remaining Willpower
points. Alternatively, the mage may burn out a person’s Pattern
for points of Mana, converting the ephemeral energies that make
up his idealized form into raw power. Each success inflicts one
lethal Health wound onto the victim and gives the caster one
Mana point. If the victim is a mage, his own Mana points are 
unaffected; this spell steals energy directly from his Pattern.
The caster must use the Prime 5 “Siphon Mana” spell (see p. 231) to
directly tap an Awakened person’s Mana. Direct siphoning
requires a separate casting from the Willpower-harvesting version
of this spell, although both effects can be combined using the
normal rules for combining spells (see “Combined Spells,” p.
128). Devouring the Slain can be used only on a given individual
once, after which a new level of aggravated damage must be
inflicted upon him before he can again be a target.    
Ghost Gate (Death •••)
The mage creates a gateway that transforms anyone who steps
through it into a Twilight state of existence. They become
Twilight beings until they exit the gateway. While Twilight, they
can touch ghosts, pick up ghostly objects or read tomes hidden
there. They can also engage in physical or magical combat with
ghosts, damaging their Corpus. Conversely, wrathful shades
might physically lash out at visitors, causing them harm.
Death ••• Disciple of Death 15/228
Practice: Weaving
Action: Extended (target number = local Gauntlet strength)
Duration: Prolonged (one scene)
Aspect: Vulgar
Cost: None
One person of Size 5 or less can pass through the gate per turn
(larger people can spend two turns squeezing through). Each
success on the casting allows the mage to widen the gate so that
one additional person can pass through per turn. W i t h Death 4,
the mage can cast this spell as an instant action and can also limit
who can enter (or exit) the gate. 
Summon Shadows (Death •••)
As with “Shadow Sculpting,” p. 135, and “Animate Shadows,” p.
136, but the mage now creates darkness from nothing.
In addition, he gives it a semi-substantial form so that it can touch
things and even provide a weak barrier.
Practice: Weaving
Action: Instant
Duration: Prolonged (one scene)
Death ••• Disciple of Death 
Aspect: Vulgar
Cost: None
The mage creates a one-yard radius patch of darkness or fivecubic
yard volume of darkness. Each success gives the shadow
Strength 1 (used to lift objects) or Durability 1. It is not a material
object, so it has no Structure. Attacks directed through it (if it is
being used for cover) must deal with its Durability, but they don’t
damage the shadow barrier. 
Quicken Corpse (Death •••)
Sometimes, it isn’t enough to have loyal and steadfast living
servants. A normal human being, no matter how trustworthy, has
the capacity for betrayal. Whether his lips are loosened by
seemingly sincere companionship, mystic compulsion or even
torture, he can be induced to fail his master’s trust. Where, then,
does an enterprising necromancer turn for assistance? Quicken
Corpse animates one or more corpses to serve as unfailing,
devoted slaves. What such servants lack in wits and motivation,
they more than make up for in dogged determination and sheer,
tireless pursuit of the tasks they are set. Generally speaking, such
ambulatory corpses possess a level of reasoning just above that of
a rather intelligent dog. They understand certain visual cues (such
as the opening of the door they are meant to guard) and auditory
commands (“Defend me!”), but cannot perform feats requiring
abstract intellect. They have a limited memory, but cannot make
even basic correlations or inferences. (While they can, for
example, dimly recall that their master has changed their clothes
once a day, they cannot determine that he is likely to do so again
tomorrow.) They have no individual initiative. These corpseslaves
are not really any stronger than they were in life, but they
are tireless and completely without the ability to sense or respond
to pain. They need not eat or sleep and do whatever chore they
are set to until told otherwise, even if it requires them to tear their
own bodies apart in the attempt. They experience neither fear nor
the desire for self-preservation and have no minds, per se, for
others to control. They can, however, be wrested away from their
master through the casting of this spell by another necromancer.
Practice: Weaving
Action: Instant
Duration: Prolonged (one scene)
Aspect: Vulgar
Cost: None
Only one success is required to animate a corpse. Additional
successes determine the strength of the mage’s control. Someone
attempting to wrest control of the walking dead with another
casting of this spell must exceed the original caster’s successes.
Additional success can instead be used to boost the corpse’s
Physical (but not Mental or Social) traits, at a rate of one success
per additional dot in any trait.