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| *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)
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− | ** Wits 3 10xp (15xp -5 mentor)
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− | ***Wits 4 15xp (20xp -5 mentor)
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| ** Weaponary 0-2 9xp | | ** Weaponary 0-2 9xp |
− | ** Intimidate 0-2 9xp
| + | |
− | ** Stealth 1-2 6xp
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− | ** Subterfuge 1-2 6xp
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| ----- | | ----- |
− | *Band 2: Merits,Willpower 72 | + | *Band 2: Merits,Willpower |
− | ** Mentor 5 30xp
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− | *** Leagecy Arcana,Mind,Space,Matter,Mental Attributes
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− | ** Mentor 5 25xp (-1 xp von teritory)
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− | *** Iaido,Fencing,
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− | ** Iaido 11xp
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− | *** 0-1 1xp (2xp-5xp Mentor)
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− | *** 1-2 1xp (4xp-5xp Mentor)
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− | *** 2-3 1xp (6xp-5xp Mentor)
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− | *** 3-4 3xp (8xp-5xp Mentor)
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− | *** 4-5 5xp (10xp-5xp Mentor)
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− | ** Fencing 6xp
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− | *** 0-1 1xp (2xp-5xp Mentor)
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− | *** 1-2 1xp (4xp-5xp Mentor)
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− | *** 2-3 1xp (6xp-5xp Mentor)
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− | *** 3-4 3xp (8xp-5xp Mentor)
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− | ** Pferd 2xp
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− | | |
| ----- | | ----- |
− | *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)
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− | **Space 3 27xp
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| *** 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)
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| **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
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− | **Space
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− | ***Ban 3xp (6xp -3xp cabalen scriptorium)
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| ----- | | ----- |
| *Band 4: Retainer | | *Band 4: Retainer |
− | ** 78 xp gespendet Cabale des Jüngsten Sturms
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| ----- | | ----- |
| *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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| 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: |
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− | *[[Der Regenschirm]] Relikt 3 +3 nahkampf,unzerstörbar | + | *[[Der Regenschirm]] Relikt 3 |
| *[[Barrier Jacket MKII]] Imbued Item | | *[[Barrier Jacket MKII]] Imbued Item |
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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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| 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: |
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− | Merits: | + | Merits: |
− | Kontakte *
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− | Resurces *
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− | Ambidexterity ***
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− | Quick Draw *
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− | Weaponary Dodge *
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| 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
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− | FS:Fencing 4
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− | Pferd *
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| Morality: | | Morality: |
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| | | |
| Arcana: | | Arcana: |
− | Prime :3 | + | Prime :2 |
| Forces :2 | | Forces :2 |
| Life :2 | | Life :2 |
− | Space :3 | + | Space :2 |
| Matter :2 | | Matter :2 |
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| 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. |
− |
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− | Free Council Rote: Nothing Up My Sleeve
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− | Dice Pool: Dexterity + Investigation + Space vs. Composure
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− |
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− | In addition to being an astounding magic trick, this rote allows a
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− | Council willworker to summon a much-needed resource to hand
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− | quickly, or to send something away just as quickly (definitely
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− | useful when an officer is about to pat one down for drugs or
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− | weapons). Adamantine Arrow mages who favor firearms typically
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− | use this rote to produce clips of ammunition or even entirely new
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− | firearms from “concealed inner pockets” in jackets and such
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− | when one gun runs dry.
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| | | |
| ====Self-Healing (Life ••)==== | | ====Self-Healing (Life ••)==== |
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− | The mage can heal herself of injuries and wounds.
| + | The mage can heal herself of injuries and wounds. |
− |
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− | Practice: Ruling
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− | Action: Instant
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− | Duration: Lasting
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− | Aspect: Covert
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− | Cost: 1 Mana
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− |
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− | Each success heals one point of bashing or lethal Health damage
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− | (the rightmost wound on the Health chart is healed first). This
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− | spell can be cast covertly, although Sleepers who witness it need
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− | some method of explaining its miraculous effects so the spell
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− | won’t seem Improbable; use of medical gear might be enough to
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− | convince them. With Life 3, the mage can heal aggravated
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− | wounds, but the spell must be cast with a vulgar aspect.
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− |
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− | Adamantine Arrow Rote: Salve the Wounds of Battle
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− | Dice Pool : Dexterity + Medicine + Life
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− |
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− | No warrior goes her entire life without a scratch. The mages of
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− | the Adamantine Arrow use this rote to mend flesh and bone when
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− | skill fails or luck takes a turn for the worse. Such willworkers are
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− | careful to grit their teeth through the pain, so that a cursory
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− | inspection (and casting) can reveal even grievous hurts (to the
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− | eyes of the unenlightened, at any rate) to have been merely “flesh
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− | wounds.” Guardians of the Veil who practice such arts often
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− | prefer slightly calmer surroundings for their healing magics
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− | (Intelligence + Medicine + Life) than the frantic circumstances in
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− | which Arrow mages often find themselves.
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| | | |
| + | 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
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− | sensor) or Vulgar (if the mage interacts with objects while within
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− | the sensor’s “vision”)
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− | Cost: None
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− |
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− | The effects of this spell are similar to those of Personal
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− | Invisibility combined with Sound Mastery (see Mage: The
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− | Awakening, pp. 160 and 170, respectively), except the mage is
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− | only undetectable with regard to electronic devices, such as video
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− | cameras, microphones, electric eye beams and so forth. So far as
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− | those machines are concerned, the mage simply isn’t there,
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− | although the results of the mage’s actions remain noticeable.
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− | Although inferior to true Personal Invisibility, this spell is useful
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− | in situations where the mage simply doesn’t want to leave traces
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− | behind. For example, someone under the veil of Invisibility to
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− | Machines could walk into a room monitored by a security
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− | camera, have an entire conversation with someone in that room
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− | (who would be unaware that the security camera cannot detect the
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− | mage) and depart, leaving no record behind. Someone watching
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− | the video footage (live or recorded) would be more likely to think
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− | the other person was lying or delusional than she would to
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− | believe there was an “invisible” person in the room with him,
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− | unless the mage did something else to give away his presence.
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− |
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− | Free Council Rote: Ghost to the Machines
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− | Dice Pool: Wits + Persuasion + Forces
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− |
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− | This Free Council rote quickly found its way into the repertoires
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− | of other orders, once they realized its usefulness. The Guardians
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− | of the Veil have a similar one called Blinding the Machine, which
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− | uses Stealth in place of Persuasion (a metaphor for the difference
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− | between the Guardians and the Free Council, if ever there was
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− | one). Libertines never let the Guardians forget that the Libertines
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− | thought of it first, though.
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| + | 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
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− | “Spell Control,” p. 128), allowing the mage to add a Ban to a preexisting
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− | Ward. (Or he could combine this spell with Ward during
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− | casting; see “Combining Spells,” p. 128.) When combined with
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− | the appropriate dot of the Arcanum governing a given
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− | phenomenon (say, Forces 2 for fire or Forces 5 for nuclear
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− | radiation), the Ban can prevent that phenomenon from entering an
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− | area at all, by any means. Thus, a mage with the right Arcanum
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− | knowledge could prevent insects (Life), metal objects (Matter),
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− | spirits (Spirit) or even people (Life) — or all four if he desired —
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− | from intruding upon a given location. The subject of a Ban can be
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− | as general or specific as a mage wishes, ranging from “all
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− | energy” (meaning that the energy currently within the location
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− | remains there and no new energy can enter), to “thrown rocks”
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− | (meaning that rocks can be carried in, but those thrown at the
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− | space are repelled), to “Jerry’s albino boa constrictor, Lucifer”
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− | (which keeps that one snake, and only that snake, out). “All
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− | energy” might impose a –3 penalty (and require Forces), while
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− | “Jerry’s albino boa constrictor, Lucifer” might invoke no penalty.
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− |
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− | Silver Ladder Rote: Barring the Ways
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− | Dice Pool: Resolve + Occult + Space
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− |
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− | A Ladder mage’s sanctum is inviolate to him. By means of this
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− | rote, hecan render it thus to others, forbidding passage to
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− | inanimate objects, outside sources of energy, or even living
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− | things. Guardians of the Veil are known to use the same rote to
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− | cordon off potentially hazardous areas while they determine what
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− | to do about the sites.
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− | | |
− | ===Kampfstile===
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− | Iaido
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− | | |
− | If character begins combat with weapon sheathed, he adds Weaponry rating to
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− | Initiative modifier; Drawback: character must attack on first turn
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− |
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− | This Merit duplicates the effect of the Danger Sense Merit, and a character with
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− | both Merits gains a total +4 on rolls to avoid being surprised.
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− |
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− | character adds weapon bonus to Dodge value when taking fully defensive action;
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− | character may benefit from this Merit while utilizing the Weaponry Dodge Merit
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− |
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− | If character’s initiative roll results in tie with another character involved in combat,
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− | character automatically acts first; if both combatants have Merit, act at same time.
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− |
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− | If character’s weapon is sheathed, he can declare Dodge action at any point during
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− | turn, if not yet acted; make counterattacks against single specified opponent
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− |
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− |
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− | Fencing
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− |
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− | character makes thrust attack with a +1 bonus
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− |
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− | fake attack intended to throw off an opponent; make normal attack roll penalized
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− | by opponent’s Def; if successful opponent looses Def for next attack
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− |
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− | after Dodge make sudden and quick attack at –1 penalty that ignores opponents
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− | Def; Drawback: no Def
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− |
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− | if character makes successful hit on adversary he may perform quick spiral cut
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− | with tip of weapon; cut deals Dex additional L Dmg; Cost 1WP before attack roll
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| ==Legacy== | | ==Legacy== |