Difference between revisions of "Ankheni-Mehtep"

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(Charakterbeschreibung)
(Charakterbeschreibung)
Line 85: Line 85:
 
nine lives  5
 
nine lives  5
  
beast magic 2 death
+
beast magic 2 death ... eine rote
 +
 
 +
Beast Magic (• to •••)
 +
Select werebeasts pursue forbidden arts of magic. These
 +
formidable creatures employ arcane secrets and ominous
 +
tools to mimic the spells of human wizards. In return,
 +
though, they impose limits upon their wild hearts. Still, it’s
 +
an impressive trade. While most ferals shun these strange
 +
arts, certain beasts — cats, baboons, goats, foxes, cranes,
 +
spiders, frogs, ravens, even bison — are strongly attuned to
 +
magic. In human form, these creatures are often drawn to
 +
occult practices. And after the First Change, these practices
 +
come to fruition through the odd talent of Beast Magic.
 +
In game terms, this Aspect allows a werebeast to purchase
 +
specifi c mage spells — not Arcana, but spells — to
 +
duplicate the effects of arcane beast-magic. These spells
 +
are not Supernal magic as mages practice it. Werebeasts cannot
 +
be mages, and cannot master those esoteric arts. We
 +
simply suggest using those particular spells to duplicate the
 +
effects of a more limited form of magic. If Sovah Volente,
 +
for example, wants to employ a spell that fakes a corpse’s
 +
aww-bare necessities-beast magic
 +
80
 +
chapter two building the perfect beast
 +
cause of death, her player could buy the Death •• spell
 +
called “Corpse Mask.” Sovah could not, however, use other
 +
Death •• spells; if the owl-kin also wants to command
 +
the shadows, her player could buy “Animate Shadows” as
 +
a separate spell. She could not simply buy or use Death ••
 +
itself. That power is beyond her control.
 +
Each spell selected counts as a distinct Aspect, and
 +
must be purchased separately. Sovah, for example, would
 +
have Beast Magic: Corpse Mask •• and Beast Magic: Animate
 +
Shadows ••. The cost of buying spells ranges from fi ve
 +
to 30 experience points: • = fi ve points, •• = 15 points,
 +
••• = 30 points. A werebeast may select one or two spells
 +
during character creation, but only if the player also buys
 +
the Occult Skill and presents a very good reason for that
 +
knowledge. These enchantments can be found in Mage:
 +
The Awakening, pp. 133–267, and have the following
 +
parameters when cast by a werebeast:
 +
• The werebeast player rolls Wits + Occult to cast a spell,
 +
rather than the traits that a mage would use. The werebeast
 +
must also spend one point of Essence to complete the spell.
 +
• That werebeast cannot buy a spell with more dots
 +
in it than her rating in the Occult Skill.
 +
• A werebeast cannot combine spells, or have more
 +
than one operating at a time. The single effect is all a
 +
werebeast can achieve.
 +
• Multiple werebeasts can cast a ritual if all have
 +
the Beast Magic Aspect. (See Mage: The Awakening, p.
 +
121.)
 +
• A werebeast cannot purchase a spell of a higher
 +
level than •••. The upper reaches of magic are closed to
 +
werebeasts.
 +
• A shapechanger with the Beast Magic Aspect cannot
 +
have a Feral Heart rating higher than 3 — his maximum
 +
rating in Beast Magic. In pursuing those studies, he gives
 +
too great a portion of his life over to the arts of Man to fully
 +
embrace his beast. Likewise, he cannot select the Spirit Gifts
 +
Aspect. A beast may pursue magic or spiritual communion,
 +
but not both.
 +
To cast a spell, the feral prepares a ritual with tools,
 +
incantations and gestures that suit the character and story.
 +
A Tothian baboon, for example, may call upon ancient Egyptian
 +
secrets, employing tools and words drawn from esoteric
 +
papyri; a Klinkerash werecat, in contrast, would employ
 +
trappings from medieval Germany to invoke his witch-spell.
 +
In game terms, the player spends a point of Essence, rolls for
 +
success and the spell’s effects (hopefully) take form.
 +
As the name implies, this is a very sketchy Aspect to
 +
master. Beast-magicians have a discomforting smell, especially
 +
those who pursue the arts of Death, Fate, Space and
 +
Spirit. Other shapechangers distrust Bubasti and Tothians .
 +
. . and for good reason. Magic is one of Man’s more chaotic
 +
arts, and while an honest beast may appreciate the skill and
 +
dedication involved in mimicking the secrets of clannish
 +
wizards, he’ll be rightfully skeptical that an animal (even a
 +
human one) could deal with such things and still remain
 +
true to what she is.
  
 
==Charakterentwicklung==
 
==Charakterentwicklung==

Revision as of 15:52, 28 April 2010

XP

Gespielt:


  • Band 1: Attribute,Skills

  • Band 2: Merits,Willpower

  • Band 3: Powers,Supernatural-Merits

  • Band 4: Retainer

Charakterbeschreibung

Mimma Lemnua: The Hungry Darkness

There is crime, and there is punishment. When a now- forgotten king of old Akkad withheld his blessing from the crops, the people starved in droves. Children perished, and elders withered in the beds. Meanwhile, the king and his court gorged themselves on fine wines and honeyed wheat cakes. They never noticed the clicking and skittering of 10,000 little legs, or the hard eyes that gathered until the sun had passed. Nor did the king and his court note the serving girl with equally hard eyes noting each one of them as she fed them succulent dates. When two-score skeletons, stripped as clean as bleached reeds, awaited the morning servants, no one thought to search the darkest corners of the rooms, or find the hard-eyed serving girl whose name no one recalled. And if those servants had, the previous night, heard muffled coughs, as if a fat man or woman were choking on some thick morsel, the servants thought no more about such things. For there is crime, and there is punishment. And sometimes Justice crawls. Quiet and so very often cold, a Mimma Lemnu shapechanger moves with a certain stiffness in her joints. Her dark eyes miss little, and her fingers twitch and crackle as she moves. If you look closely (which few people do), you might notice bumps that seem to slide beneath her skin. When the time has come to act, however, she throws aside her clothes and spills into a scuttling mass of beetles, each governed by a single mind. Her Primal form con- sists of this surging mass of hungry arthropods. There is no War-Beast form for this breed, however — they don’t need one. In human guise, a feral of the Hungry Darkness looks lean and bitter. She’s never moved to emotional displays. If and when she’s angry enough, you’ll know. The scuttling of her tiny feet sounds elo- quent enough.

Breed Favors: Fang and Claw, Pack Bond,Swarm Form

Breed Bonus: In Primal form, this feral is smaller than Size 1, and can scatter in all directions yet stay connected through her hive-mind bond. The swarm cannot use human manual skills, but ignores Defense when attacking. To attack, the swarm must surge over the opponent and remain in place for at least one turn. Once in place, the shapechanger inflicts one lethal Health point per turn until the shapechanger retreats or is harmed by fire, electricity or some other attack that inflicts equal damage on the target.

Common Aspects: Catwalk, Clamber, Culling the Weak, Darksight, Exoskeleton, Gross Eater, Invisible Marking, Many- Legged, Nine Lives, Pack Bond, Resilient Form, Skin Double, Unspeakable, Venomous, Wallwalking

Form Adjustments Primal Beast (swarm form): Mental Attributes: Per character Physical Attributes: Strength 1, Dexterity 5, Stamina 4 Social Attributes: Presence 3, Manipulation 0, Composure per character Size 5 (of swarm itself), Health 8, Speed 9 (species factor 4 + Dexterity

Wind-Dancer: Flighty, inquisitive, uncanny. Wind-Dancer: Investigation, Occult, Stealth.

aspects 7

swarm form

fang and Claw 1

pack bond

nine lives 5

beast magic 2 death ... eine rote

Beast Magic (• to •••) Select werebeasts pursue forbidden arts of magic. These formidable creatures employ arcane secrets and ominous tools to mimic the spells of human wizards. In return, though, they impose limits upon their wild hearts. Still, it’s an impressive trade. While most ferals shun these strange arts, certain beasts — cats, baboons, goats, foxes, cranes, spiders, frogs, ravens, even bison — are strongly attuned to magic. In human form, these creatures are often drawn to occult practices. And after the First Change, these practices come to fruition through the odd talent of Beast Magic. In game terms, this Aspect allows a werebeast to purchase specifi c mage spells — not Arcana, but spells — to duplicate the effects of arcane beast-magic. These spells are not Supernal magic as mages practice it. Werebeasts cannot be mages, and cannot master those esoteric arts. We simply suggest using those particular spells to duplicate the effects of a more limited form of magic. If Sovah Volente, for example, wants to employ a spell that fakes a corpse’s aww-bare necessities-beast magic 80 chapter two building the perfect beast cause of death, her player could buy the Death •• spell called “Corpse Mask.” Sovah could not, however, use other Death •• spells; if the owl-kin also wants to command the shadows, her player could buy “Animate Shadows” as a separate spell. She could not simply buy or use Death •• itself. That power is beyond her control. Each spell selected counts as a distinct Aspect, and must be purchased separately. Sovah, for example, would have Beast Magic: Corpse Mask •• and Beast Magic: Animate Shadows ••. The cost of buying spells ranges from fi ve to 30 experience points: • = fi ve points, •• = 15 points, ••• = 30 points. A werebeast may select one or two spells during character creation, but only if the player also buys the Occult Skill and presents a very good reason for that knowledge. These enchantments can be found in Mage: The Awakening, pp. 133–267, and have the following parameters when cast by a werebeast: • The werebeast player rolls Wits + Occult to cast a spell, rather than the traits that a mage would use. The werebeast must also spend one point of Essence to complete the spell. • That werebeast cannot buy a spell with more dots in it than her rating in the Occult Skill. • A werebeast cannot combine spells, or have more than one operating at a time. The single effect is all a werebeast can achieve. • Multiple werebeasts can cast a ritual if all have the Beast Magic Aspect. (See Mage: The Awakening, p. 121.) • A werebeast cannot purchase a spell of a higher level than •••. The upper reaches of magic are closed to werebeasts. • A shapechanger with the Beast Magic Aspect cannot have a Feral Heart rating higher than 3 — his maximum rating in Beast Magic. In pursuing those studies, he gives too great a portion of his life over to the arts of Man to fully embrace his beast. Likewise, he cannot select the Spirit Gifts Aspect. A beast may pursue magic or spiritual communion, but not both. To cast a spell, the feral prepares a ritual with tools, incantations and gestures that suit the character and story. A Tothian baboon, for example, may call upon ancient Egyptian secrets, employing tools and words drawn from esoteric papyri; a Klinkerash werecat, in contrast, would employ trappings from medieval Germany to invoke his witch-spell. In game terms, the player spends a point of Essence, rolls for success and the spell’s effects (hopefully) take form. As the name implies, this is a very sketchy Aspect to master. Beast-magicians have a discomforting smell, especially those who pursue the arts of Death, Fate, Space and Spirit. Other shapechangers distrust Bubasti and Tothians . . . and for good reason. Magic is one of Man’s more chaotic arts, and while an honest beast may appreciate the skill and dedication involved in mimicking the secrets of clannish wizards, he’ll be rightfully skeptical that an animal (even a human one) could deal with such things and still remain true to what she is.

Charakterentwicklung

Charakterbogen

Virtue:     Vice: 

Str:         Pre:         Int:     
Dex:         Man:         Wit:     
Sta:         Com:         Res:     

Skills: Academics, Athletics , Animal Ken , Brawl , Computer, Crafts , Drive , 
Empathy , Expression , Firearms , Intimidation , Investigation , Larceny , 
Medicine , Occult , Persuasion , Politics , Science , Socialize , Streetwise , 
Stealth , Subterfuge , Survival , Weaponry

Spez:
Rotes:

Ini Mod:         Size:         Speed:     
Combat 1:         
Combat 2:         
Defense:        Armor: 

Merits: 

Morality: 
Derangements: 

Health (): 
Willpower ():

Power Stat: 
Power Pool ():