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[[Category:WoD]] [[Category:WoDHamburg]] [[Category:SC]][[Category:Dyson´s chars - Hamburg]]
 
[[Category:WoD]] [[Category:WoDHamburg]] [[Category:SC]][[Category:Dyson´s chars - Hamburg]]
 
==XP==
 
==XP==
Gespielt: 2
+
Gespielt:  
 
-----
 
-----
*Band 1: Attribute,Skills 46xp  
+
*Band 1: Attribute,Skills   
**3-5 occult 27xp
 
**3-5 stealth 18xp
 
 
-----
 
-----
*Band 2: Merits,Willpower 50xp
+
*Band 2: Merits,Willpower  
**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)
+
*Band 3: Powers,Supernatural-Merits  
**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
 
*Band 4: Retainer
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Wind-Dancer: Flighty, inquisitive, uncanny.
 
Wind-Dancer: Flighty, inquisitive, uncanny.
 
Wind-Dancer: Investigation, Occult, Stealth.
 
Wind-Dancer: Investigation, Occult, Stealth.
 +
 +
aspects 7
 +
 +
swarm form
 +
 +
fang and Claw 1
 +
 +
pack bond
 +
 +
nine lives  5
 +
 +
beast magic 2
  
 
==Charakterentwicklung==
 
==Charakterentwicklung==
Line 103: Line 95:
 
  Virtue:    Vice:  
 
  Virtue:    Vice:  
 
   
 
   
  Str: 2        Pre: 2        Int:
+
  Str:         Pre:         Int:    
  Dex: 3        Man: 1        Wit:
+
  Dex:         Man:         Wit:    
  Sta: 3        Com: 3        Res:
+
  Sta:         Com:         Res:    
 
   
 
   
  Skills:  
+
  Skills: Academics, Athletics , Animal Ken , Brawl , Computer, Crafts , Drive ,
3 Athletics
+
  Empathy , Expression , Firearms , Intimidation , Investigation , Larceny ,
3 Larceny
+
  Medicine , Occult , Persuasion , Politics , Science , Socialize , Streetwise ,
  Profession
+
  Stealth , Subterfuge , Survival , Weaponry
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
 
 
   
 
   
 +
Spez:
 
  Rotes:
 
  Rotes:
 
   
 
   
  Aspects  (7)
+
  Ini Mod:        Size:        Speed:   
 
+
  Combat 1:       
Swarmform (free)
+
  Combat 2:       
Fang and Claw 1 (free)
+
  Defense:        Armor:
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)
+
  Merits:  
  APT:Assasine 4 (4 Startpunkte)
+
   
  contacts Agypticher untergrund
+
  Morality:  
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:  
 
  Derangements:  
 
   
 
   
  Health (8):  
+
  Health ():  
  Willpower (6):
+
  Willpower ():
 
   
 
   
  Power Stat: Feral Heart 1
+
  Power Stat:  
  Power Pool (10):
+
  Power Pool ():
 
  Ini Mod:  7/10      Size: 5/6        Speed:  13/12 
 
  Defense: 2      Armor: 1/1 (4/4 mit magearmor)
 
 
 
===Spells===
 
 
 
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.
 

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