Niki Altenberg

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XP[edit]

Gespielt: 8 +6

  • Der Untergang des Hauses Zimmermann - 2exp Story
  • Halloween spez 1&2 + 4 ending
  • Regen im November solo mit niki&Lain
  • Zombie hatz in Tesperhude
  • Es Lebt
  • Ein ganz normaler Sommertag solo niki&lain
  • Die Cabale des jüngsten Sturms

ending exp: 6
Netz exp: 1

  • Band 1: Atribute,Skills
    • Resolve 4 15xp (20xp -5 mentor)
    • int 3 10xp (15xp -5 mentor)
    • Wits 3 10xp (15xp -5 mentor)
      • Wits 4 15xp (20xp -5 mentor)
    • Weaponary 0-2 9xp
    • Intimidate 0-2 9xp
    • Stealth 1-2 6xp
    • Subterfuge 1-2 6xp

  • Band 2: Merits,Willpower 72
    • Mentor 5 30xp
      • Leagecy Arcana,Mind,Space,Matter,Mental Attributes
    • Mentor 5 25xp (-1 xp von teritory)
      • Iaido,Fencing,
    • Iaido 11xp
      • 0-1 1xp (2xp-5xp Mentor)
      • 1-2 1xp (4xp-5xp Mentor)
      • 2-3 1xp (6xp-5xp Mentor)
      • 3-4 3xp (8xp-5xp Mentor)
      • 4-5 5xp (10xp-5xp Mentor)
    • Fencing 6xp
      • 0-1 1xp (2xp-5xp Mentor)
      • 1-2 1xp (4xp-5xp Mentor)
      • 2-3 1xp (6xp-5xp Mentor)
      • 3-4 3xp (8xp-5xp Mentor)
    • Pferd 2xp

  • Band 3: Powers,Supernatural-Merits 82 (78 +4 Freie)
    • Barrier Jacket MKII 28
    • Prime 3 13
      • 2-3 13xp (18xp - 5xp Mentor)
    • Space 3 27xp
      • 0-1 2xp (7xp-5xp Mentor)
      • 1-2 9xp (14xp-5xp Mentor)
      • 2-3 16xp (21xp -5xp Mentor)
    • Matter 2 11xp
      • 0-1 2xp (7xp-5xp Mentor)
      • 1-2 9xp (14xp-5xp Mentor)
  • Rote's
    • Space
      • Ban 3xp (6xp -3xp cabalen scriptorium)

  • Band 4: Retainer
    • 78 xp gespendet Cabale des Jüngsten Sturms

  • Band 5: Freie

Charakterbeschreibung[edit]

14, Schülerin, lebt mit ihrer Mutter (34, freiberufliche Fotographin) , ihrer älteren Schwester (16) und ihrem jüngeren Halbbruder (4)in einem besseren Viertel [noch offen]. Die Eltern sind geschieden, ihre Mutter ist inzwischen neu verheiratet, kann ihren Mann jedoch nicht regelmäßig sehen, da er (noch) in England lebt. Wenn sie ihn besucht, besuchen die Mädchen ihren Vater. Hobbies: Voltigieren (2-mal in der Woche mit ihrer Schwester, seit sie 8 ist), Tanz (1-mal in der Woche), shoppen

D346400.pngNikki 1.png

Ihr My Space-Account (ihr müsst euch vorstellen, dass sie etwa 200 My Space-"Freunde" hat): http://my.anuanu.de/pg/profile/Nikki_Altenberg (noch nicht ganz fertig)

Charakterentwicklung[edit]

Hat nen Groß-Onkel in Vegas der dort nen kleines Casino betreibt Dessen ex sie jetzt mentor't

Gegenstände:

Benutzte Rotes

  • Space 2 Apportieren
  • Life 2 Selfhealing

Charakterbogen[edit]

Virtue:     Vice: 

Str:  2       Pre:  2       Int:  3   
Dex:  3       Man:  2       Wit:  3   
Sta:  2       Com:  3       Res:  5   

Skills: 
Athletics     :3
Brawl         :
Drive         :
Firearms      :
Larceny       :
Stealth       :2
Survival      :
Weaponry      :2

Animal Ken    :2 
Empathy       :3 
Expression    :2
Intimidation  :2
Persuasion    :1 
Socialize     :2
Streetwise    :
Subterfuge    :2

Academics     :2
Computer      :2
Crafts        :1
Investigation :1
Medicine      :1       
Occult        : 
Politics      :
Science       :



Spez: 

Athletics - Unter Druck


Rotes:
Athletics - Reiten Dex+Athletics 6w 9again
Animal Ken _ Pferde Pflege Dex+Animal Ken 5w 9again

Ini Mod:6         Size: 5        Speed: 10    
Combat 1:    9w     
Combat 2:         
Defense: 2(7)      Armor: 0(5)

Merits:
Kontakte *
Resurces *
Ambidexterity ***
Quick Draw *
Weaponary Dodge * 
High Speach
Mentor 5 (Legacy Arcana,Space,Matter,Mind,Mentale Atribute )
Ghost Mentor 5 (Iaido,Fencing,  ,  , )
FS:Iaido 5
FS:Fencing 4
Pferd *

Morality: 
Derangements: 

Health (7): 
Willpower (8):

Power Stat: 3
Power Pool (13/3):

Arcana:
Prime  :3
Forces :2
Life   :2
Space  :3
Matter :2


Zauber[edit]

Apportation (Space ••)[edit]

With the aid of another Arcanum, the mage can move something
to a remotely viewed location or removesomething from it. (The
“Scrying” spell, p. 235, allows a mage to remotely view a
location.) She can, with the appropriate dots of Forces, Matter or
Life (Matter 2 for a brick, for example, or Life 2 for a guinea
pig), draw an item through a scrying window to her current
location if the object, creature or energy source is small enough.
If she wishes, she can also send such subjects from her location
through the window to the other location. Naturally, this use of
scrying (which either causes a disembodied hand to reach out of
thin air and grab or deposit something, or makes that something
appear or disappear without any plausible explanation) is quite
vulgar.

Practice: Ruling
Action: Instant and contested; target rolls Composure reflexively
Duration: Concentration
Aspect: Vulgar
Cost: None

For each success (or additional Target factor prefigured into the
casting), the mage can move one Size point. The maximum Size
limit he can move is equal to his Space dots, regardless of
successes. The type of thing that can be moved depends on the
conjunctional Arcanum used: Matter for objects, Life for living
creatures, and Forces for energy. This spell affects only base or
median creatures (a “Portal” spell, p. 238, is required to teleport
higher life forms), and they can contest this spell’s grasp.

Free Council Rote: Nothing Up My Sleeve
Dice Pool: Dexterity + Investigation + Space vs. Composure

In addition to being an astounding magic trick, this rote allows a
Council willworker to summon a much-needed resource to hand
quickly, or to send something away just as quickly (definitely
useful when an officer is about to pat one down for drugs or
weapons). Adamantine Arrow mages who favor firearms typically
use this rote to produce clips of ammunition or even entirely new
firearms from “concealed inner pockets” in jackets and such
when one gun runs dry.

Self-Healing (Life ••)[edit]

The mage can heal herself of injuries and wounds. 

Practice: Ruling
Action: Instant
Duration: Lasting
Aspect: Covert
Cost: 1 Mana

Each success heals one point of bashing or lethal Health damage
(the rightmost wound on the Health chart is healed first). This
spell can be cast covertly, although Sleepers who witness it need
some method of explaining its miraculous effects so the spell
won’t seem Improbable; use of medical gear might be enough to
convince them. With Life 3, the mage can heal aggravated
wounds, but the spell must be cast with a vulgar aspect. 

Adamantine Arrow Rote: Salve the Wounds of Battle
Dice Pool : Dexterity + Medicine + Life 

No warrior goes her entire life without a scratch. The mages of
the Adamantine Arrow use this rote to mend flesh and bone when
skill fails or luck takes a turn for the worse. Such willworkers are
careful to grit their teeth through the pain, so that a cursory
inspection (and casting) can reveal even grievous hurts (to the
eyes of the unenlightened, at any rate) to have been merely “flesh
wounds.” Guardians of the Veil who practice such arts often
prefer slightly calmer surroundings for their healing magics
(Intelligence + Medicine + Life) than the frantic circumstances in
which Arrow mages often find themselves.


Invisibility to Machines (Forces ••)[edit]

The mage becomes undetectable to electronic devices of all
kinds.

Practice: Veiling
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert (if the mage simply passes by the electronic
sensor) or Vulgar (if the mage interacts with objects while within
the sensor’s “vision”)
Cost: None

The effects of this spell are similar to those of Personal
Invisibility combined with Sound Mastery (see Mage: The
Awakening, pp. 160 and 170, respectively), except the mage is
only undetectable with regard to electronic devices, such as video
cameras, microphones, electric eye beams and so forth. So far as
those machines are concerned, the mage simply isn’t there,
although the results of the mage’s actions remain noticeable.
Although inferior to true Personal Invisibility, this spell is useful
in situations where the mage simply doesn’t want to leave traces
behind. For example, someone under the veil of Invisibility to
Machines could walk into a room monitored by a security
camera, have an entire conversation with someone in that room
(who would be unaware that the security camera cannot detect the
mage) and depart, leaving no record behind. Someone watching
the video footage (live or recorded) would be more likely to think
the other person was lying or delusional than she would to
believe there was an “invisible” person in the room with him,
unless the mage did something else to give away his presence.
 
Free Council Rote: Ghost to the Machines
Dice Pool: Wits + Persuasion + Forces

This Free Council rote quickly found its way into the repertoires
of other orders, once they realized its usefulness. The Guardians
of the Veil have a similar one called Blinding the Machine, which
uses Stealth in place of Persuasion (a metaphor for the difference
between the Guardians and the Free Council, if ever there was
one). Libertines never let the Guardians forget that the Libertines
thought of it first, though.


Ban (Space •••)[edit]

The mage can create a Ban to restrict something from passing
through a Ward (see “Ward,” p. 236).

Practice: Weaving
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert
Cost: None

This spell is an exception to the normal spell-control rules (see
“Spell Control,” p. 128), allowing the mage to add a Ban to a preexisting
Ward. (Or he could combine this spell with Ward during
casting; see “Combining Spells,” p. 128.) When combined with
the appropriate dot of the Arcanum governing a given
phenomenon (say, Forces 2 for fire or Forces 5 for nuclear
radiation), the Ban can prevent that phenomenon from entering an
area at all, by any means. Thus, a mage with the right Arcanum
knowledge could prevent insects (Life), metal objects (Matter),
spirits (Spirit) or even people (Life) — or all four if he desired —
from intruding upon a given location. The subject of a Ban can be
as general or specific as a mage wishes, ranging from “all
energy” (meaning that the energy currently within the location
remains there and no new energy can enter), to “thrown rocks”
(meaning that rocks can be carried in, but those thrown at the
space are repelled), to “Jerry’s albino boa constrictor, Lucifer”
(which keeps that one snake, and only that snake, out). “All
energy” might impose a –3 penalty (and require Forces), while
“Jerry’s albino boa constrictor, Lucifer” might invoke no penalty.

Silver Ladder Rote: Barring the Ways
Dice Pool: Resolve + Occult + Space

A Ladder mage’s sanctum is inviolate to him. By means of this
rote, hecan render it thus to others, forbidding passage to
inanimate objects, outside sources of energy, or even living
things. Guardians of the Veil are known to use the same rote to
cordon off potentially hazardous areas while they determine what
to do about the sites.

Kampfstile[edit]

Iaido

If character begins combat with weapon sheathed, he adds Weaponry rating to
Initiative modifier; Drawback: character must attack on first turn

This Merit duplicates the effect of the Danger Sense Merit, and a character with
both Merits gains a total +4 on rolls to avoid being surprised.

character adds weapon bonus to Dodge value when taking fully defensive action;
character may benefit from this Merit while utilizing the Weaponry Dodge Merit

If character’s initiative roll results in tie with another character involved in combat,
character automatically acts first; if both combatants have Merit, act at same time.

If character’s weapon is sheathed, he can declare Dodge action at any point during
turn, if not yet acted; make counterattacks against single specified opponent


Fencing

character makes thrust attack with a +1 bonus

fake attack intended to throw off an opponent; make normal attack roll penalized
by opponent’s Def; if successful opponent looses Def for next attack

after Dodge make sudden and quick attack at –1 penalty that ignores opponents
Def; Drawback: no Def

if character makes successful hit on adversary he may perform quick spiral cut
with tip of weapon; cut deals Dex additional L Dmg; Cost 1WP before attack roll

Legacy[edit]

1st Attainment: Blood of Silver Prerequisites: Gnosis 3, Life 2, Mind 1, Expression 2, Athletics 1

The mage learns to enhance his body and his health, giving him the benefits of the Life 2 spell “Body Control” (Mage: The Awakening, p. 182). Each dot the mage has in Life can be used to halve the amount of oxygen he requires, double the time he can go before suffering deprivation or fatigue, add 1 to his Initiative, double t h e time it takes for poisons or toxins to affect him or halve the healing time of bashing wounds. The mage must choose how the bonus from each of his dots in the Life Arcana is applied. All these effects are continuous and the mage can divide these bonuses as desired. The mage must take a reflexive action if he wishes to switch how these bonuses are applied. With 3 dots of Life, the mage could give himself +2 to Initiative in a fight and halve the time it takes bashing damage to heal. After the fight, the mage could switch the bonuses and cause all his bashing damage to heal four times as rapidly as normal and double the time before he suffers deprivation or fatigue. No rolls are required to use this ability. As a side benefit, the mage also learns to affect his own instinctual drives and emotions in exactly the same manner as if he were using the Mind 2 spell “Emotional Urgings” (Mage: The Awakening, pp. 207-208) or the Life 3 spell “Control Median Life” upon his own mind and body. By making a Resolve + Expression + Life roll, he can feel happiness, perfectly suppress rage or seem appropriately submissive to an authority figure in whom he actually has no trust or belief.

Optional Arcanum: Mind 2

By studying the Mind Arcanum, the mage also gains the ability to alter the workings of his own mind. The first step in doing so is learning to control it. By learning Mind 2, the mage is able to edit his memories in a manner similar to the “Memory Hole” Spell (Mage: The Awakening, p. 208). By making a Resolve + Expression + Mind roll, he can subtract the desired memories for up to 1 hour. In addition, while he does not know what he has forgotten, as long as the mage makes another roll every hour, he can keep from remembering the information as long as he remains awake.

2nd Attainment: Flesh of Gold Prerequisites: Gnosis 5, Life 3

The mage now heals more rapidly and ages more slowly. Each dot of the Life Arcana the mage possesses allows the mage to halve the time (round down) it takes to heal bashing, lethal and aggravated damage. Possessing 3 dots of Life allows a mage to heal 1 Lethal wound in 6 hours and one aggravated wound in around 18 hours. This healing is compatible with the Quick Healer Merit, but t the healing bonuses to bashing damage from the previous Attainment. Each dot in Life magic also acts as 1 automatic success on ill extended and instant rolls to resist diseases, poisons or drugs. Finally, the character’s lifespan is increased by 25 years for every dot of the Life Arcana he possesses.

Optional Arcanum: Mind 3

By learning Mind 3, the mage learns to greatly enhance his mind, enabling him to perform multiple mental actions, in a manner Smilar to the Mind 3 spell “Multi-Tasking” (Mage: The Awakening, pp. 211-212). The mage can use this effect as often as desired, for as long as desired without any effort or discomfort. No rolls are required to use this ability.

3rd Attainment: Incarnation of Diamond Prerequisites: Gnosis 7, Life 4

The mage gains an almost complete mastery of her physical form. She can reshape her body so as to look like any other person, own to precisely duplicating finger or retina prints or even vocal patterns. The character accomplishes this transformation sing an effect similar to the Life 4 spell “Doppelganger” (Mage: The Awakening, pp. 188-189). The character can maintain a new form as long as desired, even while sleeping. Changing her appearance requires the mage to roll Intelligence + Expression + Life. Impersonating someone else’s appearance sufficiently to fool individuals who know the person being impersonated well Imposes penalties upon this roll, depending upon how familiar the mage is with the person she is trying to imitate. These Penalties range from -0 for imitating a close friend or someone the mage has spent at least a week watching closely, to -5 for someone the mage has never seen in person and of whom all she has seen are a few video images and photographs.