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==XP==
 
==XP==
Gespielt: 8 +6
+
Gespielt: 4
 
*[[:Category:Der Untergang des Hauses Zimmermann|Der Untergang des Hauses Zimmermann]] - 2exp Story
 
*[[:Category:Der Untergang des Hauses Zimmermann|Der Untergang des Hauses Zimmermann]] - 2exp Story
 
*Halloween spez 1&2 + 4 ending
 
*Halloween spez 1&2 + 4 ending
 
*Regen im November solo mit niki&Lain
 
*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
 
:ending exp: 6
Line 15: Line 11:
 
-----
 
-----
 
*Band 1: Atribute,Skills  
 
*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
+
*Band 2: Merits,Willpower
** 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)
+
*Band 3: Powers,Supernatural-Merits  
**[[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
 
*Band 4: Retainer
** 78 xp gespendet Cabale des Jüngsten Sturms
 
 
-----
 
-----
 
*Band 5: Freie  
 
*Band 5: Freie  
 +
-----
 +
*Band 6: [[Die Krieger (Arbeitstitel)|Teen Angels]] (hier landet immer ein punkt wenn die Teen Angels zusammen einen auftritt hatten)
 
-----
 
-----
  
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==Charakterentwicklung==
 
==Charakterentwicklung==
 
Hat nen Groß-Onkel in Vegas der dort nen kleines Casino betreibt
 
Hat nen Groß-Onkel in Vegas der dort nen kleines Casino betreibt
Dessen ex sie jetzt mentor't
+
 
 +
[http://www.youtube.com/watch?v=i-EB1mZ1KdE pretty cure vorspann](slightly out of sync)
 +
Lain und Nikki !?! kommentare?
  
 
Gegenstände:
 
Gegenstände:
  
*[[Der Regenschirm]] Relikt 3 +3 nahkampf,unzerstörbar
+
*[[Der Regenschirm]] Relikt 3
*[[Barrier Jacket MKII]] Imbued Item  
+
*[[Barrier Jacket]] Imbued Item 8
  
 
Benutzte Rotes
 
Benutzte Rotes
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  Virtue:    Vice:  
 
  Virtue:    Vice:  
 
   
 
   
  Str:  2      Pre:  2      Int:  3    
+
  Str:  2      Pre:  2      Int:  2    
  Dex:  3      Man:  2      Wit:  3    
+
  Dex:  3      Man:  2      Wit:  2    
 
  Sta:  2      Com:  3      Res:  5   
 
  Sta:  2      Com:  3      Res:  5   
 
   
 
   
  Skills:  
+
  Skills: 6
 
  Athletics    :3
 
  Athletics    :3
 
  Brawl        :
 
  Brawl        :
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  Firearms      :
 
  Firearms      :
 
  Larceny      :
 
  Larceny      :
  Stealth      :2
+
  Stealth      :1
 
  Survival      :
 
  Survival      :
 
  Weaponry      :2
 
  Weaponry      :2
   
+
  11
 
  Animal Ken    :2  
 
  Animal Ken    :2  
 
  Empathy      :3  
 
  Empathy      :3  
 
  Expression    :2
 
  Expression    :2
  Intimidation  :2
+
  Intimidation  :
 
  Persuasion    :1  
 
  Persuasion    :1  
 
  Socialize    :2
 
  Socialize    :2
 
  Streetwise    :
 
  Streetwise    :
  Subterfuge    :2
+
  Subterfuge    :1
   
+
  7
 
  Academics    :2
 
  Academics    :2
 
  Computer      :2
 
  Computer      :2
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  Politics      :
 
  Politics      :
 
  Science      :
 
  Science      :
+
 
+
 
 
   
 
   
 
  Spez:  
 
  Spez:  
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  Rotes:
 
  Rotes:
 
  Athletics - Reiten Dex+Athletics 6w 9again
 
  Athletics - Reiten Dex+Athletics 6w 9again
Animal Ken _ Pferde Pflege Dex+Animal Ken 5w 9again
 
 
   
 
   
  Ini Mod:6         Size: 5        Speed: 10   
+
  Ini Mod:        Size: 5        Speed:    
  Combat 1:   9w   
+
  Combat 1:        
 
  Combat 2:         
 
  Combat 2:         
  Defense: 2(7)      Armor: 0(5)
+
  Defense:       Armor:  
 +
 +
Merits:
 
   
 
   
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:  
 
  Morality:  
 
  Derangements:  
 
  Derangements:  
 
   
 
   
  Health (7):  
+
  Health ():  
  Willpower (8):
+
  Willpower ():
 
Power Stat: 3
 
Power Pool (13/3):
 
 
Arcana:
 
Prime  :3
 
Forces :2
 
Life  :2
 
Space  :3
 
Matter :2
 
 
 
 
 
===Zauber===
 
 
 
====Apportation (Space ••)====
 
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 ••)====
 
 
 
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 ••)====
 
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 •••)====
 
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
+
  Power Stat:  
rote, hecan render it thus to others, forbidding passage to
+
  Power Pool ():
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===
 
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==
 
 
 
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.
 

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