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Line 16: Line 16:
 
*Band 1: Atribute,Skills  
 
*Band 1: Atribute,Skills  
 
** Resolve 4 15xp (20xp -5 mentor)
 
** 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
 
** 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
 
**[[Barrier Jacket MKII]] 28
**Prime 3 13
+
**Space 2 11xp
*** 2-3 13xp (18xp - 5xp Mentor)
 
**Space 3 27xp
 
 
*** 0-1 2xp (7xp-5xp Mentor)  
 
*** 0-1 2xp (7xp-5xp Mentor)  
 
*** 1-2 9xp (14xp-5xp Mentor)
 
*** 1-2 9xp (14xp-5xp Mentor)
*** 2-3 16xp (21xp -5xp Mentor)
 
 
**Matter 2 11xp
 
**Matter 2 11xp
 
*** 0-1 2xp (7xp-5xp Mentor)  
 
*** 0-1 2xp (7xp-5xp Mentor)  
 
*** 1-2 9xp (14xp-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)
 
-----
 
-----
  
Line 74: Line 47:
 
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
 
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 MKII]] Imbued Item  
  
Line 90: Line 66:
 
  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        :
Line 100: Line 76:
 
  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
Line 133: Line 109:
 
  Animal Ken _ Pferde Pflege Dex+Animal Ken 5w 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
 
  High Speach
 
  Mentor 5 (Legacy Arcana,Space,Matter,Mind,Mentale Atribute )
 
  Mentor 5 (Legacy Arcana,Space,Matter,Mind,Mentale Atribute )
  Ghost Mentor 5 (Iaido,Fencing,  ,  , )
+
   
FS:Iaido 5
 
FS:Fencing 4
 
Pferd *
 
 
   
 
   
 
  Morality:  
 
  Morality:  
Line 161: Line 129:
 
   
 
   
 
  Arcana:
 
  Arcana:
  Prime  :3
+
  Prime  :2
 
  Forces :2
 
  Forces :2
 
  Life  :2
 
  Life  :2
  Space  :3
+
  Space  :2
 
  Matter :2
 
  Matter :2
  
Line 199: Line 167:
 
  median creatures (a “Portal” spell, p. 238, is required to teleport
 
  median creatures (a “Portal” spell, p. 238, is required to teleport
 
  higher life forms), and they can contest this spell’s grasp.
 
  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 ••)====
 
====Self-Healing (Life ••)====
  
The mage can heal herself of injuries and wounds.
+
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.
 
  
 +
Practice: Ruling
 +
Action: Instant
 +
Duration: Lasting
 +
Aspect: Covert
 +
Cost: 1 Mana
  
====Invisibility to Machines (Forces ••)====
+
Each success heals one point of bashing or lethal Health damage
The mage becomes undetectable to electronic devices of all
+
(the rightmost wound on the Health chart is healed first). This
kinds.
+
spell can be cast covertly, although Sleepers who witness it need
+
some method of explaining its miraculous effects so the spell
Practice: Veiling
+
won’t seem Improbable; use of medical gear might be enough to
Action: Instant
+
convince them. With Life 3, the mage can heal aggravated
Duration: Prolonged (one scene)
+
wounds, but the spell must be cast with a vulgar aspect.
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.
 
  
 +
Adamantine Arrow Rote: Salve the Wounds of Battle
 +
Dice Pool : Dexterity + Medicine + Life
  
====Ban (Space •••)====
+
No warrior goes her entire life without a scratch. The mages of
The mage can create a Ban to restrict something from passing
+
the Adamantine Arrow use this rote to mend flesh and bone when
through a Ward (see “Ward,” p. 236).
+
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
Practice: Weaving
+
inspection (and casting) can reveal even grievous hurts (to the
Action: Instant
+
eyes of the unenlightened, at any rate) to have been merely “flesh
Duration: Prolonged (one scene)
+
wounds.Guardians of the Veil who practice such arts often
Aspect: Covert
+
prefer slightly calmer surroundings for their healing magics
Cost: None
+
(Intelligence + Medicine + Life) than the frantic circumstances in
+
which Arrow mages often find themselves.
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===
 
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==
 
==Legacy==

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