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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
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− | **3-5 stealth 18xp
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| ----- | | ----- |
− | *Band 2: Merits,Willpower 50xp | + | *Band 2: Merits,Willpower |
− | **0-1 Tolerance Biologie 2xp
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− | **0-1 Natural immunity 2xp
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− | **0-2 Dangersense 6xp
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− | **0-1 Direction sense 2xp
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− | **0-2 Fast Reflexes 6xp
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− | **0-1 fresh start 2xp
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− | **0-3 iron stamina 12xp
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− | **0-3 Fleet of foot 12xp
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− | **0-2 Anonymität 6xp
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| ----- | | ----- |
− | *Band 3: Powers,Supernatural-Merits 63xp (ich hatte mich verzählt deshalb keine geister beschwörungen) | + | *Band 3: Powers,Supernatural-Merits |
− | **0-1 Darkvision 5exp
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− | **0-3 Beast Magic Death 30exp
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− | **Rotes
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− | ***Death armor 4xp
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− | ***Twilight gate 6xp
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− | ***Devouring the dead 6xp
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− | ***Summon Shadow 6xp
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− | ***Quicken corps 6xp
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− | | |
| ----- | | ----- |
| *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== |
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| Virtue: Vice: | | Virtue: Vice: |
| | | |
− | Str: 2 Pre: 2 Int: 2 | + | Str: Pre: Int: |
− | Dex: 3 Man: 1 Wit: 2 | + | Dex: Man: Wit: |
− | Sta: 3 Com: 3 Res: 3 | + | 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
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− | Schatten,Primal,Profession
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− | 2 Survival
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− | Profession
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− | 1 Animal Ken
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− | 2 Intimidation
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− | 1 Streetwise
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− | 1 Academics
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− | 3 Investigation
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− | 5 Occult
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− | Brawl Computer Crafts Drive Empathy Expression Firearms
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− | Medicine Persuasion Politics Science Socialize Subterfuge Weaponry | |
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| + | Spez: |
| Rotes: | | Rotes: |
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− | Aspects (7) | + | Ini Mod: Size: Speed: |
− |
| + | Combat 1: |
− | Swarmform (free)
| + | Combat 2: |
− | Fang and Claw 1 (free)
| + | Defense: Armor: |
− | Packbond (free)
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− | Nine Lives (5)
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− | Extra ordinary specimen (1)
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− | Gross eater (1) | |
− | Darkvision | |
− | Beast Magic Death 3 | |
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− | 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)
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− | Multilingual (1 startpunkt)
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− | deutsch, englich
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− | Sprache: Arabisch 2 (freie sprache von akademics)
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− | Toxinresistenz 3 (3 start punkte) +2 gegen drogen gifte und Toxine
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− | Stiking Looks 4 +2 aussehens bonus in Menschen form (da illusionär als supernatural merit gekauft)
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− | SS:Spelunker 1
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− | when moving through tight spaces, character can ignore penalties to Speed due to
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− | hazardous terrain up to [rating]; 9-again to rolls to retain balance in enclosed area
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− | Scout (2 start punkte) +1 to all Perception and Stealth attempts in rival shapechanger’s territory
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− | Toleranz bio +2 gegen Ekelfacktor
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− | Natural imunity +2 gegen Krankheiten Infectionen und Erkrankungen(fragt mich net steht so im buch)
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− | Danger sense +2 gegen überaschungen
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− | Direction sense interner compass +2 auf labyrinthe
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− | Fast reflexes 2 +2 ini
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− | Iron stamina 3 ignoriere 3 punkte an abzügen durch schmerz oder erschöpfung
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− | Fleet of foot 3 +3 speed
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− | Fresh start aktion auf wenden um ab nächster runde an anderer stelle in der ini reihe dran zu sein
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− |
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− | Morality: 5 | |
| Derangements: | | Derangements: |
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− | Health (8): | + | Health (): |
− | Willpower (6): | + | Willpower (): |
| | | |
− | Power Stat: Feral Heart 1 | + | Power Stat: |
− | Power Pool (10): | + | Power Pool (): |
− |
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− | Ini Mod: 7/10 Size: 5/6 Speed: 13/12
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− | Defense: 2 Armor: 1/1 (4/4 mit magearmor)
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− | | |
− | ===Spells===
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− | | |
− | Entropic Guard (Death ••)
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− | By stealing vigor from incoming attacks, a mage guards himself
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− | against harm. Effectively, the mage’s shield attacks the vitality of
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− | an incoming assault, eroding its forcefulness with a primal decay.
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− | Practice: Shielding
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− | Action: Instant
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− | Duration: Prolonged (one scene)
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− | Aspect: Covert
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− | Cost: 1 Mana (optional)
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− | The mage gains one point of armor per dot he possesses in the
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− | Death Arcanum. By spending one Mana, the Duration can be
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− | made one day. Most mages cast such a shielding spell at the
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− | beginning of the day, as part of their morning rituals. Successes
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− | are used to combat attempts to dispel the ward. Note that this
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− | magical armor does not apply against an opponent’s attempts to
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− | achieve a grappling hold on the mage (Fate, Mind, Space and
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− | Time Arcana provide shielding spells to accomplish that). This
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− | spell will, however, work to steal vigor from a grappler’s Strength
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− | + Brawl rolls to overpower the mage.
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− | | |
− | Devouring the Slain (Death •••)
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− | While any mage can commit a living sacrifice to gain Mana (see
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− | p. 78), this spell is an act of sorcerous cannibalism that allows a
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− | willworker to regain strength from the souls of the dying without
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− | necessarily killing them (although it certainly harms them). A
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− | mage can restore her resolve or “burn out” a living human Pattern
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− | for its Mana, drawing this energy directly into her own stores to
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− | use as she will. The spell does not work if cast upon an animal; if
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− | it is, nothing happens. If used on a vampire or other form of
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− | walking dead, the spell provides no benefit to the mage. In
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− | general, the spell is meant for use upon a normal human being,
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− | and any attempt to diverge from that procedure is not apt to go
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− | well for the caster.
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− | Practice: Fraying
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− | Action: Instant; subtract target’s Stamina
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− | Duration: Lasting
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− | Aspect: Vulgar
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− | Cost: 1 Mana
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− | The mage must first grab hold of the target, with a Strength +
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− | Brawl roll, subtracting the target’s Defense. If successful, he can
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− | cast this spell as an instant action in the following turn. (With
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− | Death 4, he can cast this spell at sensory range as an instant
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− | action. He needs Death 5 before he can add Space 2 for a
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− | sympathetic casting.) Each success allows the mage to replenish
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− | one of his spent Willpower points by harvesting it from a person
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− | who has suffered at least one aggravated wound during the
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− | current scene (including one who has lost all of his Health to
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− | lethal damage and now suffers aggravated damage as his body
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− | dies), up to a maximum of the victim’s remaining Willpower
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− | points. Alternatively, the mage may burn out a person’s Pattern
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− | for points of Mana, converting the ephemeral energies that make
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− | up his idealized form into raw power. Each success inflicts one
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− | lethal Health wound onto the victim and gives the caster one
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− | Mana point. If the victim is a mage, his own Mana points are
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− | unaffected; this spell steals energy directly from his Pattern.
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− | The caster must use the Prime 5 “Siphon Mana” spell (see p. 231) to
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− | directly tap an Awakened person’s Mana. Direct siphoning
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− | requires a separate casting from the Willpower-harvesting version
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− | of this spell, although both effects can be combined using the
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− | normal rules for combining spells (see “Combined Spells,” p.
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− | 128). Devouring the Slain can be used only on a given individual
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− | once, after which a new level of aggravated damage must be
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− | inflicted upon him before he can again be a target.
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− | | |
− | Ghost Gate (Death •••)
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− | The mage creates a gateway that transforms anyone who steps
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− | through it into a Twilight state of existence. They become
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− | Twilight beings until they exit the gateway. While Twilight, they
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− | can touch ghosts, pick up ghostly objects or read tomes hidden
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− | there. They can also engage in physical or magical combat with
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− | ghosts, damaging their Corpus. Conversely, wrathful shades
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− | might physically lash out at visitors, causing them harm.
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− | Death ••• Disciple of Death 15/228
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− | Practice: Weaving
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− | Action: Extended (target number = local Gauntlet strength)
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− | Duration: Prolonged (one scene)
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− | Aspect: Vulgar
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− | Cost: None
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− | One person of Size 5 or less can pass through the gate per turn
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− | (larger people can spend two turns squeezing through). Each
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− | success on the casting allows the mage to widen the gate so that
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− | one additional person can pass through per turn. W i t h Death 4,
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− | the mage can cast this spell as an instant action and can also limit
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− | who can enter (or exit) the gate.
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− | | |
− | Summon Shadows (Death •••)
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− | As with “Shadow Sculpting,” p. 135, and “Animate Shadows,” p.
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− | 136, but the mage now creates darkness from nothing.
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− | In addition, he gives it a semi-substantial form so that it can touch
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− | things and even provide a weak barrier.
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− | Practice: Weaving
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− | Action: Instant
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− | Duration: Prolonged (one scene)
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− | Death ••• Disciple of Death
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− | Aspect: Vulgar
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− | Cost: None
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− | The mage creates a one-yard radius patch of darkness or fivecubic
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− | yard volume of darkness. Each success gives the shadow
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− | Strength 1 (used to lift objects) or Durability 1. It is not a material
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− | object, so it has no Structure. Attacks directed through it (if it is
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− | being used for cover) must deal with its Durability, but they don’t
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− | damage the shadow barrier.
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− | | |
− | Quicken Corpse (Death •••)
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− | Sometimes, it isn’t enough to have loyal and steadfast living
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− | servants. A normal human being, no matter how trustworthy, has
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− | the capacity for betrayal. Whether his lips are loosened by
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− | seemingly sincere companionship, mystic compulsion or even
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− | torture, he can be induced to fail his master’s trust. Where, then,
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− | does an enterprising necromancer turn for assistance? Quicken
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− | Corpse animates one or more corpses to serve as unfailing,
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− | devoted slaves. What such servants lack in wits and motivation,
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− | they more than make up for in dogged determination and sheer,
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− | tireless pursuit of the tasks they are set. Generally speaking, such
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− | ambulatory corpses possess a level of reasoning just above that of
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− | a rather intelligent dog. They understand certain visual cues (such
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− | as the opening of the door they are meant to guard) and auditory
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− | commands (“Defend me!”), but cannot perform feats requiring
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− | abstract intellect. They have a limited memory, but cannot make
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− | even basic correlations or inferences. (While they can, for
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− | example, dimly recall that their master has changed their clothes
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− | once a day, they cannot determine that he is likely to do so again
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− | tomorrow.) They have no individual initiative. These corpseslaves
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− | are not really any stronger than they were in life, but they
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− | are tireless and completely without the ability to sense or respond
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− | to pain. They need not eat or sleep and do whatever chore they
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− | are set to until told otherwise, even if it requires them to tear their
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− | own bodies apart in the attempt. They experience neither fear nor
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− | the desire for self-preservation and have no minds, per se, for
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− | others to control. They can, however, be wrested away from their
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− | master through the casting of this spell by another necromancer.
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− | Practice: Weaving
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− | Action: Instant
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− | Duration: Prolonged (one scene)
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− | Aspect: Vulgar
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− | Cost: None
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− | Only one success is required to animate a corpse. Additional
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− | successes determine the strength of the mage’s control. Someone
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− | attempting to wrest control of the walking dead with another
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− | casting of this spell must exceed the original caster’s successes.
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− | Additional success can instead be used to boost the corpse’s
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− | Physical (but not Mental or Social) traits, at a rate of one success
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− | per additional dot in any trait.
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