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THE AWAKENING OF 1881

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THE AWAKENING OF 1881 Empty THE AWAKENING OF 1881

Post by Admin Thu Sep 21, 2017 9:10 pm

Tobin Spates
THE AWAKENING OF 1881 80fdae_fd6a164a19f6431aa42425e9d36e3e48~mv2

Virtue: Determined
Vice: Curious
Concept: Die-Hard Researcher
Path: Thyrsus
Order: Mysterium  
Gnosis: 000 (Ritual Interval 1 Hour, Max Trait 5, Yantras 3, Paradox 2, Combined Spells 2, Obsessions 2, Mana/Per Turn 12/3, Highest Arcanum Max 4, Other Arcana Max 3)
Mana: 12
Obsessions: 1) Outline Spirit and Ghost Meta-physiology  2) Publish "Tobin's Spirit Guide"
Praxes: 3 (see below)
Size: 5
Health: 8
Speed: 9
Willpower: 5
Wisdom: 7
Initiative: 5
Defense: 6 [+2 Life Armor for 1 Mana]
Armor: [2/2 Life Armor for 1 Mana)
Nimbus: The hands of multiple blue, gray and green iridescent hands reach from behind Tobin as moans, laughs and growls emit from his area. -2 to anyone attempting to intimidate others in his presence.
_________________________________________________________________________________
ATTRIBUTES

Mental
Intelligence:0000
Wits:00
Resolve:00

Physical
Strength:00
Dexterity:00
Stamina:000

Social
Presence:00
Manipulation:00
Composure:000

_________________________________________________________________________________
SKILLS

Mental (-3 Unskilled)
Academics: 0000 (Parapsychology +1)
Computer:
Crafts:000
Investigation: 000
Medicine:
Occult: 0000 (Spirits +1)
Politics:
Science:0

Physical (-1 Unskilled)
Athletics: 0
Brawl:
Drive:
Firearms:0
Larceny:0
Stealth: 00 (Hiding +1)
Survival: 0
Weaponry:0

Social (-1 Unskilled)
Animal Ken:0
Empathy:
Expression:
Intimidation:
Persuasion: 0
Socialize: 0
Streetwise: 0
Subterfuge:
_________________________________________________________________________________
ARCANA

Spirit: 000

Life: 000

Prime : 000

Death : 000


ROTES
When casting a Rote from memory, using an Order's recall techniques, the character may use dots in the associated Skill as a Yantra. The character must be free to make the mnemonic gestures to recall the Rote in order to benefit from the Skill bonus. The caster of the rote is considered to have five dots in the highest Arcanum used for purposes of how much free Reach she has. In addition, the Signature Nimbus of the caster is indistinct, hiding the caster's identity unless another mage fully Scrutinizes the spell. Rotes do not stack with Praxes. They do not require a point of Mana to cast from Interior of Common Arcana. (p.112).

Transform Life (Life •••)
Practice: Weaving
Primary Factor: Potency
Withstand: Stamina
Suggested Rote Skills:  Science
The mage can transform life by giving it features normally exhibited by other organisms. She can grant herself claws or gills, change a harmless herbivore into a venom-spitting killer, or impart limbs and air-breathing lungs to a shark, among oth- er changes. She may grant one feature per level of Potency. A transformed target instinctively knows how to use its new aspects to the best of its ability. The magic is capable of affecting even microscopic organisms, if the mage can perceive them, but forreasons most microbes cannot benefit from aspects like armor, limbs, or senses. The mage can grant viruses and bacteria increased Toxicity, or the ability to replicate or survive in environments that might otherwise kill them.
Because of the sheer variety of adaptations displayed by the world’s flora and fauna, the following is not an exhaustive list, but serves as an example for possible traits:
Claws: The subject gains savage claws, granting her a +1 weapon bonus.
Environmental Adaptation: Like creatures adapted for life deep underwater or inhospitable deserts, the subject gains the ability to survive pressure, extreme heat or cold (up to level 4 environ- ments), and arid or moisture-heavy environments.
Gills/Lungs: The subject may breathe underwater (or in air, if normally aquatic) freely.
Immunities: The mage may grant resistance to toxins or poi- sonous materials, like a rat’s ability to devour even rotten food unharmed or herbivores’ ability to fully digest plant matter.
Leaping: Gaining powerful legs like a frog’s or kangaroo’s, the target gains a bonus to jumping rolls, increasing the distance leaped by each success on the Athletics roll.
Prehensile Tail: Gain a bonus to rolls related to balance or climbing equal to Potency.
Scaly Armor/Thick Hide: The subject gains 2/1 armor (must be at least Size 2).
Senses: The subject gains a new sense, such as echolocation, primitive infravision, or a keen sense for vibrations, granting a bonus to Perception rolls and the ability to perceive phenomena outside the human senses.
Tentacles: The subject may make grappling attempts against targets up to her Size in feet away.
Venom: The subject gains fangs or small stingers (damage bo- nus 0) capable of injecting venom with a Toxicity equal to the spell’s Potency. Must grapple first unless a second level of this adaptation is taken. If taken with Tentacles, the Venom may be delivered automatically by any successful move during a grapple.
Wall-Crawling: The subject (which can be no larger than Size 7) gains the ability to climb on surfaces without equipment or even handholds, provided the surface can bear her weight.
+2 Reach: The bestowed traits, if made indefinite, can be passed on to the creature’s descendants.

Spirit Summons (Spirit •••)
Practice: Perfecting
Primary Spell Factor: Duration
Withstood: Rank
Suggested Rote Skills: Occult
The mage sends out a call to the nearest spirit within her sensory range. Conversely she can summon spirits she knows personally. She may send a general call and the nearest spirit will answer, or she can specify the type of spirit by Resonance. The spell does not work on spirits above Rank 5.
+1 Reach The spell also creates the Open Condition on the area, even if it does not match the spirit’s Resonance.
+1 Reach: The mage may give the spirit a single, one-word command to follow. The ghost is not compelled to complete a task if it cannot finish the command before the Duration of the spell elapses.
+1 Reach: The mage may summon spirits from across the Gauntlet. If she is in the vicinity of an open Iris to the other side, the spell functions as normal. If not, the spell is Withstood by the greater of Rank or the Gauntlet Strength. Spirits may only cross the Gauntlet if they have the ability to do so.
+2 Reach: The mage may give the spirit a complex command to follow. The command must be a single task, but the mage can describe the task within a sentence or two.

Erode Resonance (Spirit •••)
Practice: Fraying
Primary Factor: Duration
Suggested Rote Skills: Crafts
Sometimes a healer must cut out diseased flesh so that the whole may heal. This spell removes the Open or Resonant condition on its target entirely. The effect is Lasting.
+1 Reach: Any future attempt to reestablish the same Resonant Condition while the spell is in effect is penalized by Potency.


Rotting Flesh (Death •••)
Practice: Fraying
Primary Factor: Potency
Suggested Rote Skills:Occult
The mage’s touch rots away at her subject, causing his flesh and bones to wither and decay. Each level of Potency deals one point of bashing damage to the subject.
+1 Reach: In addition, the subject suffers a –1 penalty to Social rolls for the Duration of the spell for each level of Potency of the spell (with a maximum penalty of –3) due to his horrific appearance.
Praxes:
Through dedicated practice or repetitive use of certain spells, a mage may develop a Praxes. Praxes are spell Imagos the mage has gained special insight into, learning the symbols of the spell by heart. She is more adept at casting these spells and they shape her Gnosis. When casting a Praxis spell, the mage gains an exceptional success with three successes instead of five. Praxes do not require a point of Mana to cast from Inferior or Common Arcana, but any other Mana costs still apply. A mage gains one free Praxi for every dot of Gnossi, and may purchase more for XP. The character must be able to cast the Praxis as an improvised spell (p. 112).

Ghost Gate (Death •••)
Practice: Weaving
Primary Factor: Duration
Suggested Rote Skills: Occult, Academics, Expression
The mage creates a gateway into the Twilight. Anyone who steps through the gateway is transformed into ghostly ephemera, entering Twilight. While in Twilight, the person can interact with and see Death-attuned ephemeral objects and beings. Items can be carried through the gate, but doing so destroys their material forms, though they may be retrieved later with “Touch of the Grave.”
+1 Reach: The mage is able to transform her subject into the Twilight state without the use of the gate. All of her clothes and personal possessions turn into ephemera as she makes the transition.

Ephemeral Enchantment (Prime •••)
Practice: Weaving
Primary Factor: Duration
Suggested Rote Skills: Crafts, Occult, Weaponry
The symbol-forms of the Aether are real enough to cut through all layers of reality. This spell enchants the subject to be as solid to Twilight entities as to physical matter. This spell is equally effective against all forms of Twilight; the subject may interact with ghosts, spirits, angels, and stranger things with equal facility.
+2 Reach: If the enchanted object is a weapon, it may be enchanted to inflict aggravated damage against a specified being in Twilight at the cost of one Mana. Extra subjects may be added with the Scale spell factor, but each costs one extra point of Mana.

Geomancy (Prime •••)
Practice: Weaving
Primary Factor: Duration
Suggested Rote Skills: Academics, Expression, Occult
By imposing her will upon the earth’s natural flow of en- ergy, the mage may redirect ley lines within the area of effect, reshaping Nodes and altering Resonance freely. She may move ley lines, and therefore the Nodes created where ley lines cross, “pinning” a line to a point within the area of effect of the spell. She may also change the Resonance Keyword of a Node to whatever she wishes.
________________________________________________________________________________
MERITS

*Resources: 00

*High Speech The character can use High Speech as a Yantra in spell casting (see p.120).

Language, English: Native
Language, French: 0

*Status, Mysterium 00: Your character's position grants them certain access to Mysterium resources.

Library, Advanced 000, Exarchs, The Abyss & The Roman Cabal (Prerequisite: Library 000 & Safe Place): Your character not only possesses a massive, credible library, but they also hard thorough information about highly secretive supernatural topics. For each dot in this Merit, choose a topic. When your character consults their library on one of those topics, take the Informed Condition relating to the topic. You can do this oncer per story, per topic.
_______________________________________________________________________________
DEDICATED MAGICAL TOOL

Dead Man's Urn: Can invoke healing, intuition, perceptual magic and gathering together. Drinking from a shared cup is a common way to spread a spell among a group.

________________________________________________________________________________
ATTAINMENTS

One-Dot Attainment: The mage disrupts the caster's Imago. The counter spell Attainment is 10 different Attainments, one for each Arcanum. By learning even the most basic principles of an Arcanum, a mage understands how to Counterspell it. By the time a spell takes effect and a mage feels it in Peripheral Mage Sight, its too late to counter. To use this attainments, the countering mage must see her rival casting in Active Mage Sight (p.192). RULES: Counterspell is a Clash of Wills (p.117) pitting the acting mage's Gnosis + Arcanum against the countering mage's Gnosis + Arcanum. A mage can attempt to counter any spell that uses the Arcanum, even if if it uses other Arcana as well but always counters the highest spell. The comparative ratings of the two mages's Arcana are irrelevant, an Initiative can counter spell a Master. Countering a spell requires an instant action and the player spends a point of Mana. If the mage is implying Active Mage Sight (p. 90), she can attempt to counter a spell of the appropriate Arcanum in combat, regardless of her position in the INitative order, provides she has not used her action yet.

Two-Dot Attainment: The second dot of an Arcanum grants a Lesser Utility Attainment and a form of Mage Armor. Lesser Utilities are Attainments that fit into the purview of the Arcana, but don't to the Practices and rely more on a general understanding of the Arcanum in question than of specific spells.
*PRIME, Universal Counterspell: The mage may use Counterspell on any Awakened Spell. The player rolls Gnosis + Prime when the character does not know the Arcanum used, or when this would be a higher dice pool than the appropriate Arcanum. The Mage can also spend a point of Mana to Counter a spell's lowest Arcanum rather than its primary Arcanum.
*LIFE, Improved Pattern Restoration: Instad of each bashing or lethal wound costing three points of Mana, the mage can heal bashing damage at a rate of one wound per point of Mana, and lethal damage at a rate of one wound per two points of Mana. In addition, if the mage Scoures a Physical Attribute, any deprived traits based on that Attribute are not affected (can Scour Strength without losing a point of Speed).
*DEATH, Eyes of the Dead: The mage can see ghosts and souls in Twilight when using Active Mage Sight with Death. Her Peripheral Mage Sight reacts to even the passive presence of ghosts.
System: The mage detects ghosts and deathly Twilight phenomena with her Periphery, and can automatically see souls and ghosts in Twilight with her Death Sight. If a ghost is using a power to hide, it provokes a Clash of Wills. With the expenditure of one point of Mana, the mage can interact with ghosts for a scene. She can speak with them, touch them, and even strike them. However, this renders her vulnerable to their attentions, as well.
*SPIRIT: Spirit Eyes
The mage can see spirits in Twilight when using Active Mage Sight with Spirit. Her Peripheral Mage Sight reacts to even the passive presence of such entities.
System: The mage detects spiritual Twilight phenomena with her Periphery, and can automatically see spirits and projecting beings in Twilight with her Spirit Sight. If a spirit is using a power to hide, it provokes a Clash of Wills. With the expenditure of one point of Mana, the mage can interact with spirits for a scene. She can speak with them, touch them, and even strike them. However, this renders her vulnerable to their attentions, as well.

Two-Dot Attainment: MAGE ARMOR: Mage armor is a set of 10 Attainments, on per Arcanum that allows a mage to protect themselves magically. Mage Armor requires a point of Mana to activate with a reflexive action, whereupon it remains active for the scene, even if the mage falls unconscious unless the mage dies. A mage can only benefit from one form of Mage Armor at a time, but can spend Mana to change between Arcana as a reflexive action. Mage Armors that increase Defense work against surprise attacks.

*PRIME 3/3: Prime Armor doesn't protect form mundane attacks. Instead it protects the mage from incoming magical attacks, including the damaging spells of other Awakened, but also any supernatural effect that deals direct damage. Prime Armor reduces the damage of all wholly supernatural attacks by the character's Prime dots. For example, it will defend against an Aimed damaging blood spell or a bolt of energy shot by a mummy, but not a werwolf's claws.

*LIFE 3/3: Life Armor heightens the combat instincts of a mage and prepares her body to shrug off injuries. Life amor adds half the character's Life rating (round up) as both general armor and a bonus to Defense. Us the higher of the character's Wits and Dexterity as Defense, rather than the lower.

*SPIRIT 3/3: The character cloaks herself in ephemeral armor, protecting the character from any attack stemming from Twilight, and slowing the force of physical attacks.
Spirit Armor downgrades lethal damage from kinetic attacks (bullets, claws, rocks, etc.) and the attacks of ephemeral entities to bashing, for a number of wounds equal to her rating in the Arcanum.

*DEATH 3/30: Death Armor causes a field of entropy around the character, causing her body to react to injury almost like one of the undead.Death Armor downgrades lethal damage from kinetic attacks (bullets, claws, rocks, etc.) to bashing, for a number of wounds equal to her rating in the Arcanum. A mage using Death Ar

Three-Dot Attainments, Targeted Summoning : With three dots in an Arcanum, a mage can add greater specificity when summoning a Supernal being (p. 94). all Supernal beings have a primary Arcanum, defied by their home Realm and the type of being (manifest or recondite). They can have other Arcana, however, and a mage using this Attainment can narrow her summoning to Supernal beings with particular powers. SYSTEM: The mage spends 1 additional Mana during the summoning and specifies a second Arcanum for the target Supernal being . The primary Arcanum must remind one of the mage's tow Path's Ruling Arcanum.

____________________________________________________________________________
EQUIPMENT
Travel clothes, port mantle (suitcase), Collection of Occult Books, Urn (tool)


Last edited by Admin on Sat Sep 23, 2017 8:19 am; edited 6 times in total

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THE AWAKENING OF 1881 Empty Re: THE AWAKENING OF 1881

Post by Admin Thu Sep 21, 2017 9:11 pm

Ethan "Aces" Wakefield
THE AWAKENING OF 1881 80fdae_c778ced71f854b5ca2ef8a11ab28d5af~mv2


Virtue: Ambitious
Vice: Greedy
Concept: Free Council Gambler
Path: Acanthus
Order: Free Council
Gnosis: 000 (Ritual Interval 1 Hour, Max Trait 5, Yantras 3, Paradox 2, Combined Spells 2, Obsessions 2, Mana/Per Turn 12/3, Highest Arcanum Max 4, Other Arcana Max 3)
Mana: 000000000000 ( 12 )
Obsessions: 1) Prove that he's the mightiest Mage  2) Discover the Nexus
Praxes: 3 (see below)
Size: 5
Health: 8
Speed: 9
Willpower: 5
Wisdom: 6
Initiative: 5
Defense: 6
Armor:
Nimbus: A whirling halo of gambling cards, crap-dice and poker chips swirl around the character as the smells of cigars and laughing young women reverberate around him.
_________________________________________________________________________________
ATTRIBUTES

Mental
Intelligence:00
Wits:00
Resolve:000

Physical
Strength:00
Dexterity:00
Stamina:00

Social
Presence:00
Manipulation:0000
Composure:000

_________________________________________________________________________________
SKILLS

Mental (-3 Unskilled)
Academics: 00
Computer:
Crafts:
Investigation: 00
Medicine:
Occult: 000 (Luck Phenomenon +1)
Politics: 0
Science:

Physical (-1 Unskilled)
Athletics: 00
Brawl: 0
Drive:
Firearms:0
Larceny:
Stealth: 000 (Hiding +1)
Survival: 0
Weaponry:

Social (-1 Unskilled)
Animal Ken:0
Empathy:
Expression:
Intimidation:
Persuasion: 00
Socialize: 00
Streetwise: 00
Subterfuge: 0000 (Misdirection +1)
_________________________________________________________________________________
ARCANA

Fate: 000

Time: 000

Mind : 00


ROTES
When casting a Rote from memory, using an Order's recall techniques, the character may use dots in the associated Skill as a Yantra. The character must be free to make the mnemonic gestures to recall the Rote in order to benefit from the Skill bonus. The caster of the rote is considered to have five dots in the highest Arcanum used for purposes of how much free Reach she has. In addition, the Signature Nimbus of the caster is indistinct, hiding the caster's identity unless another mage fully Scrutinizes the spell. Rotes do not stack with Praxes. They do not require a point of Mana to cast from Interior of Common Arcana. (p.112).

Superlative Luck (Fate •••)
Practice: Perfecting
Primary Factor: Duration
Cost: 1 Mana
Suggested Rote Skills: Athletics, Crafts, Occult
The mage can ensure success at virtually any task he sets out to accomplish.
The subject gains the rote quality on a number of mundane dice rolls equal to Potency. The subject’s player can choose which of his rolls are affected (declared before the dice are rolled).
+2 Reach: The subject’s player may apply the spell’s effects to ritual spellcasting rolls, which doubles the Gnosis-derived casting time of those spells.

Emotional Urging (Mind ••)
Practice: Ruling Primary Factor: Potency Withstand: Composure


Praxes:
Through dedicated practice or repetitive use of certain spells, a mage may develop a Praxes. Praxes are spell Imagos the mage has gained special insight into, learning the symbols of the spell by heart. She is more adept at casting these spells and they shape her Gnosis. When casting a Praxis spell, the mage gains an exceptional success with three successes instead of five. Praxes do not require a point of Mana to cast from Inferior or Common Arcana, but any other Mana costs still apply. A mage gains one free Praxi for every dot of Gnossi, and may purchase more for XP. The character must be able to cast the Praxis as an improvised spell (p. 112).
Suggested Rote Skills: Empathy, Intimidation, Subterfuge
The mage can project an emotional state at her subject, instill- ing emotions that grease social wheels or create barriers between people. The mage chooses at casting to project a positive or neg- ative emotion at her subject, which allows her to open or close one Door. Opening a Door usually occurs before an attempted Social maneuver, and the influence of the Door opening does not have to benefit the mage, but can benefit anyone dealing with the subject during the Duration of the spell. The mage may close Doors previously opened with the subject, making it harder for others to accomplish goals.

Lucky Number (Fate ••)
Practice: Ruling
Primary Factor: Duration
Suggested Rote Skills: Investigation, Larceny, Science
The probability of correctly guessing a phone number, a password, or lock combination on the first try is minute but not impossible. This spell allows the mage to do just that simply by entering data into an appropriate device (a password field, a telephone, a safe combination, etc.). In addition to any story benefits, the mage gains the Informed Condition on next rele- vant roll that benefits from knowledge gained through this spell.
This spell uses the input device as its subject, and the mage concentrates on what she is attempting to accomplish. It does not require sympathy even for applications such as guessing the phone number for a particular person; the magic applies to the probabili- ties of random input, rather than locating a target. Although it will call the nearest available phone to the person the mage is trying to reach, the spell doesn’t tell the caster where that phone is.

Hung Spell (Time ••)
Practice: Ruling
Primary Factor: Duration
Suggested Rote Skills: Crafts, Occult, Expression
With this spell, the mage captures pure expressions of magic — spells — at the moment they enter the Fallen World, suspending them before they take effect but preserving their Duration from decay. The subject must be a mage, who must deliberately build his Imago to take advantage of this spell’s effect and pay one Mana when casting. Hung Spell may entrap up to its Potency in spells, which remain in their caster’s spell control but do not take effect until Hung Spell is canceled or runs out of Duration. When Hung Spell ceases, the trapped spells immediately take effect and begin their own Durations.
Many mages use the Fate 2 Attainment to set a Conditional Duration on Hung Spell, so that it releases the trapped spells in response to set conditions.

Shifting Sands (Time •••)
Practice: Fraying
Primary Factor: Potency
Suggested Rote Skills: Academics, Occult, Survival
The mage may step back through time a short distance, un- doing a few precious seconds. This spell sends the subject back through time a number of turns equal to Potency. The subject retains any injuries and Conditions gained in the undone turns, and spent Mana and Willpower do not return. Spells cast on her person in the undone time remain as long as she cast them. All other spells she may have cast or had cast on her in the intervening time are canceled. Until the subject catches up to the present, the distortion caused by this spell is visible under Active Time Mage Sight. Once she does so, any changes she made to history become Lasting.
+1 Reach: The subject travels back a full scene. This Reach effect may be applied multiple times.---------------------------------------------------------------------------------------------------------------------------------
MERITS

*Resources: 0000

*High Speech The character can use High Speech as a Yantra in spell casting (see p.120).

Language, English: Native

*Status, Free Council 0: You are a basic members the Free Council.

Gambler ● (Poker)
Prerequisites: Intellgence ●●, Wits ●●●, must have a minimal of 1 dot in Academics, Science, Larceny, Socilaize, and Subterfuge, Must also have the Specilization Gambling in any one of those skills.
Description: Not only have you spent a lot of time playing cards, you have invested effort to be good at it. For every ● you have invested in this Merit, choose a Game. When you play that Game your Gambling Dice Pool gains the 9 Again Quality.

Card Shark ●● (Poker)
Prerequisites: Gambler Merit (Choose Specific Game) ● 
Description: You roll the highest of the character's Attributes & Skills in relation to the selected game (Poker, Craps, etc.). Characters can take this merit multiple times for different types of games.
 _______________________________________________________________________________
DEDICATED MAGICAL TOOL

Lucky Coin: Can invoke luck, time and fate with this item.
THE AWAKENING OF 1881 Grammes3way
________________________________________________________________________________
ATTAINMENTS

One-Dot Attainment: The mage disrupts the caster's Imago. The counter spell Attainment is 10 different Attainments, one for each Arcanum. By learning even the most basic principles of an Arcanum, a mage understands how to Counterspell it. By the time a spell takes effect and a mage feels it in Peripheral Mage Sight, its too late to counter. To use this attainments, the countering mage must see her rival casting in Active Mage Sight (p.192). RULES: Counterspell is a Clash of Wills (p.117) pitting the acting mage's Gnosis + Arcanum against the countering mage's Gnosis + Arcanum. A mage can attempt to counter any spell that uses the Arcanum, even if if it uses other Arcana as well but always counters the highest spell. The comparative ratings of the two mages's Arcana are irrelevant, an Initiative can counter spell a Master. Countering a spell requires an instant action and the player spends a point of Mana. If the mage is implying Active Mage Sight (p. 90), she can attempt to counter a spell of the appropriate Arcanum in combat, regardless of her position in the INitative order, provides she has not used her action yet.

Two-Dot Attainment: The second dot of an Arcanum grants a Lesser Utility Attainment and a form of Mage Armor. Lesser Utilities are Attainments that fit into the purview of the Arcana, but don't to the Practices and rely more on a general understanding of the Arcanum in question than of specific spells.

**Fate: Conditional Duration
The mage can, as well as assigning Duration with a spell factor, create a condition under which the spell ceases to function. Doing so can increase the Duration of a spell, although the mage must still spend Mana and a Reach if Duration becomes indefinite. The more improbable the condition, the smaller the bonus to Duration. Some mages use the Conditional Duration to levy curses designed to teach a target a lesson (“You will suffer boils on your hands until you dirty your hands helping another out of kindness.”), while others employ this Attainment tacti- cally (“This floor will vanish the second I snap this glass rod.”).
System: Spend a point of Mana to add a Conditional Du- ration to a spell. Doing so adds factors to the spell’s Duration based on the nature of the condition.
An improbable condition (one that is unlikely to happen given current conditions) adds a level of Duration
An infrequent condition (one that will eventually happen, but does not happen often on its own) adds two levels of Duration
A common condition (one that will almost certainly happen in the near future) adds three levels of Duration.
When the condition is met, the spell ends regardless of how much Duration remains.
Two-Dot Attainment: MAGE ARMOR: Mage armor is a set of 10 Attainments, on per Arcanum that allows a mage to protect themselves magically. Mage Armor requires a point of Mana to activate with a reflexive action, whereupon it remains active for the scene, even if the mage falls unconscious unless the mage dies. A mage can only benefit from one form of Mage Armor at a time, but can spend Mana to change between Arcana as a reflexive action. Mage Armors that increase Defense work against surprise attacks.

**Mind: Mind’s Eye
The mage can see Goetia, other Astral entities, and beings using supernatural powers to project out of their bodies in Twi- light when using Active Mage Sight with Mind. Her Peripheral Mage Sight reacts to even the passive presence of such entities.
System: The mage detects Goetia and Mental Twilight phe- nomena with her Periphery, and can automatically see Goetia and projecting beings in Twilight with her Mind Sight. If a Goe- tia is using a power to hide, it provokes a Clash of Wills. With the expenditure of one point of Mana, the mage can interact with Goetia for a scene. She can speak with them, touch them, and even strike them. However, this renders her vulnerable to their attentions, as well.
Three-Dot Attainments, Targeted Summoning : With three dots in an Arcanum, a mage can add greater specificity when summoning a Supernal being (p. 94). all Supernal beings have a primary Arcanum, defied by their home Realm and the type of being (manifest or recondite). They can have other Arcana, however, and a mage using this Attainment can narrow her summoning to Supernal beings with particular powers. SYSTEM: The mage spends 1 additional Mana during the summoning and specifies a second Arcanum for the target Supernal being . The primary Arcanum must remind one of the mage's tow Path's Ruling Arcanum.

**Time: Temporal Sympathy
Temporal Sympathy allows a mage to cast a spell through time at the past of a subject. The mage must be casting a spell on the subject as it exists now, cast at sensory range, use a sympathy Yantra, and spend one Mana. The spell is Withstood by the fragility of the temporal sympathy (p. 186) between the mage and her subject, plus one Withstand level if the mage does not know the sympathetic name of the subject. It is possible to combine this Attainment with Sympathetic Range to cast on a subject both in the past and at a distance beyond the sensory by paying to activate both Attainments.

Mage Armor
Mage Armor is a set of 10 Attainments, one per Arcanum, that allows a mage to protect herself magically. Mage Armor requires a point of Mana to activate, whereupon it remains active for the scene, even if the mage falls unconscious, unless the mage dies. A mage can only benefit from one form of Mage Armor at a time, but can spend Mana to change between Arcana as a reflexive action.

**Fate
Fate Armor comes from incredible luck — attacks miss, the character trips at just the right moment to avoid a swinging fist, a knife glances off the button on her coat, and so forth.
Fate Armor adds the character’s Fate rating to her Defense. In addition, Fate Armor allows the character to apply her De- fense to firearms attacks. If the character successfully Dodges an opponent’s attack, the player can spend a point of Mana to add the character’s Fate dots as a weapon rating on the mage’s next attack on that target. This bonus must be used by the mage’s next action or it is lost.

**Time
Time Armor speeds or slows time in the mage’s area, allowing her to move out of the way of incoming attacks.
Time Armor adds the character’s Time rating to her Defense. Time Armor also allows the character to apply her Defense to Firearms attacks. In addition, if the character successfully Dodg- es an attack, the player can spend a point of Mana to reduce the attacker’s Initiative rating by the mage’s Time Arcanum dots for the remainder of the scene.

**Mind
Mind Armor causes minute doubt and hesitations in the mind of an enemy as to where the mage is and how best to hit him. This allows the mage to be highly effective at dodging incoming attacks, but provides no protection against threats with no cognition to affect (explosions, natural disasters, automatons).
Mind Armor adds the character’s Mind Arcanum to her Defense. In addition, if the mage Dodges a target’s attack, the player can spend a point of Mana to cause the target to gain the Beaten Down Tilt (p. 319); the target just doesn’t want to continue the fight. A supernatural being can contest this with a Clash of Wills.

Three-Dot Attainments Targeted Summoning
With three dots in an Arcanum, a mage can add greater specificity when summoning a Supernal being (p. 94). All Supernal beings have a primary Arcanum, defined by their home Realm and the type of being (manifest or recondite). They can have other Arcana, however, and a mage using this Attainment can narrow her summoning to Supernal beings with particular powers.
System: The mage spends one additional Mana during the summoning, and specifies a second Arcanum for the target Supernal being. The primary Arcanum must remain one of the mage’s two Path Ruling Arcana.
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THE AWAKENING OF 1881 80fdae_70d923d8747a496dac403af22a626840~mv2

Virtue: Brave
Vice: Cruel
Concept: Mage Martial Artist
Path: Mastigos
Order: Adamantine Arrow
Gnosis: 000 (Ritual Interval 1 Hour, Max Trait 5, Yantras 3, Paradox 2, Combined Spells 2, Obsessions 2, Mana/Per Turn 12/3, Highest Arcanum Max 4, Other Arcana Max 3)
Mana: 000000000000 ( 12 )
Obsessions: 1) Prove that he's the mightiest Mage  2) Attain exotic power
Praxes: 3 (see below)
Size: 5
Health: 8
Speed: 9
Willpower: 00000 ( 5 )
Wisdom: 6
Initiative: 5
Defense: 6  (Can add +4 w/ Space Armor and Dodge Firearm Attacks)
Armor: [Forces 3/3 for 1 mana] [2/2 vs Magical attacks for 1 Mana] [1/1 Life Armor for 1 Mana)
Nimbus: A flow of electric cackles a Seer's eye while the sounds of glasses clanking echo from the Mage, TILT: -2 versus the Mage if he is attempting to intimidate a target
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ATTRIBUTES

Mental
Intelligence:000
Wits:00
Resolve:000

Physical
Strength:000
Dexterity:0000
Stamina:000

Social
Presence:00
Manipulation:00
Composure:000

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SKILLS

Mental (-3 Unskilled)
Academics: 000
Computer:
Crafts:
Investigation: 00
Medicine:
Occult: 0000 (Warcraft +1)
Politics: 00
Science:

Physical (-1 Unskilled)
Athletics: 0000
Brawl: 0000 (Martial Arts +2)
Drive:
Firearms:0
Larceny:
Stealth: 000 (Hiding +1)
Survival:
Weaponry: 00000 (Swords +2)

Social (-1 Unskilled)
Animal Ken:
Empathy:00
Expression:
Intimidation: 00
Persuasion: 000
Socialize: 0
Streetwise: 0
Subterfuge: 000 (Misdirection +1)
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ARCANA

Space: 0000

Mind 00

Forces: 00

Life: 0


ROTES
When casting a Rote from memory, using an Order's recall techniques, the character may use dots in the associated Skill as a Yantra. The character must be free to make the mnemonic gestures to recall the Rote in order to benefit from the Skill bonus. The caster of the rote is considered to have five dots in the highest Arcanum used for purposes of how much free Reach she has. In addition, the Signature Nimbus of the caster is indistinct, hiding the caster's identity unless another mage fully Scrutinizes the spell. Rotes do not stack with Praxes. They do not require a point of Mana to cast from Interior of Common Arcana. (p.112).

Teleportation (Space ••••) (Persuasion +3) p.179:
Practice: Patterning
Primary Factor: Potency
Suggested Rote Skills: Larceny, Persuasion, Science
By means of this spell, the mage transforms her subject’s current location, effectively moving it from point to point without crossing the intervening space. She can, for example, summon a subject to her from anywhere in the world, banish someone to the outer reaches of Siberia, or teleport herself. By default, the subject’s current location and destination must both be within sensory range, but the mage may employ the Sympathetic Range Attainment on one of them.
+1 Reach: The mage can “swap” the location of two subjects with no more than one point of Size difference.
+2 Reach: The mage can now cast the spell with two separate Sympathetic Ranges, teleporting subjects without being present for either end of the journey. The spell is Withstood by the worse Sympathetic link.

Warp (Space •••) +4 Brawl
Practice: Fraying
Primary Factor: Potency
Suggested Rote Skills: Athletics, Brawl, Medicine
The mage twists the space her subject occupies, torquing joints, bruising flesh, and tearing muscle. This is an attack spell; its damage rating is equal to the spell’s Potency, and it inflicts bashing damage.
+1 Reach: The pain of the attack is such that the victim gains the Arm Wrack or Leg Wrack Tilt.

Alter Direction (Space ••••) Persuasion +3
Practice: Patterning
Primary Factor: Duration
Suggested Rote Skills: Academics, Firearms, Persuasion
“Direction” is nothing more than a vector between two points. With this spell, the mage overwrites that concept, letting her define her path as anything she desires.
When cast on an area, this spell allows her to change a number of absolute directions (e.g. north, south, up, down) equal to the spell’s Potency. She might redefine “down” as “up,” causing any- thing not rooted to the ground to fall into the sky, or redefine “north” as “south by southwest,” causing compasses to point the wrong way. Objects entering the area at speed find their direction of travel and momentum abruptly altered, which may require a Dexterity + Athletics or Drive roll to maintain control. This change isn’t necessarily reciprocal; if the mage decrees that north is south, that doesn’t mean that south is north — rather, it is impossible for anyone in the area to go north.
Alternately, the mage may cast this spell on a specific subject and change a direction relative to that subject. She might re- define her own personal “down” as “the direction my feet are pointing,” allowing her to walk on walls or ceilings, or redefine an attacker’s “forward” as “toward the person holding the gun” before he shoots her.
+1 Reach: The mage can redefine directions as curves, loops, or other shapes beyond a simple straight line. This might allow her to cause anyone walking straight ahead to move in an end- less circle, or trace a “straight” path for her bullets that weaves around obstacles and friendlies. Apply the spell’s Potency as a bonus or penalty to relevant actions.

Praxes:
Through dedicated practice or repetitive use of certain spells, a mage may develop a Praxes. Praxes are spell Imagos the mage has gained special insight into, learning the symbols of the spell by heart. She is more adept at casting these spells and they shape her Gnosis. When casting a Praxis spell, the mage gains an exceptional success with three successes instead of five. Praxes do not require a point of Mana to cast from Inferior or Common Arcana, but any other Mana costs still apply. A mage gains one free Praxi for every dot of Gnossi, and may purchase more for XP. The character must be able to cast the Praxis as an improvised spell (p. 112).

Mental Shield (Mind ••) p. 144:
Practice: Shielding
Primary Factor: Potency
Suggested Rote Skills: Academics, Intimidation, Survival
The mage erects a mental shield that protects the subject from goetic attack. The shield provokes a Clash of Wills against any Numina, Influences, or Manifestations targeting the subject.
+ 1 Reach: The spell may also shield from one of the following per Reach applied; the Mind Arcanum, another supernatural creature’s mind-affecting abilities.

Perfect Sympathy (Space •••)(Empathy +2 Yantra) p. 144:
Practice: Perfecting
Primary Factor: Duration
Suggested Rote Skills: Academics, Empathy, Larceny
To possess true Sympathy toward something is to be nearly indistinguishable from it. With this spell, the subject becomes so like those with whom she has sympathy that she finds it trivial to predict them. When the subject takes an action whose subject is one of her Strong sympathetic connections (e.g. social
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MERITS

*Resources: 00

*High Speech The character can use High Speech as a Yantra in spell casting (see p.120).

Language, Korean: Native
Language, English: 0

*Status, Adamantine Arrow 0: Your character is a Talon, the rank just above an initiate.

Area of Expertise (Martial Arts/Swords): Character gains +2 in specialization instead of 1.

Fighting Finesse (••) {Martial Arts, Swords}
Prerequisites: Dexterity •••, a Specialty in Weaponry or Brawl
Effect: Choose a Specialty in Weaponry or Brawl when you purchase this Merit. Your character’s extensive training in that particular weapon or style has allowed them to benefit more from their alacrity and agility than their strength. You may substitute your character’s Dexterity for her Strength when making rolls with that Specialty.
This Merit may be purchased multiple times to gain its benefit with multiple Specialties.

Martial Arts (•••; Style)
Prerequisites: Resolve •••, Dexterity •••, Athletics ••, Brawl ••
Effect: Your character is trained in one or more formal mar- tial arts styles. This may have come from a personal mentor, a for exercise, protection, show, or tradition. These maneuvers may only be used unarmed, or with weapons capable of using the Brawl Skill, such as a punch dagger, or a weapon using the Shiv Merit (see below).
Focused Attack (•): Your character has trained exten- sively in striking specific parts of an opponent’s body. Reduce penalties for hitting specific targets by one. Additionally, you may ignore one point of armor on any opponent.
Defensive Strike (••): Your character excels in defend- ing herself while finding the best time to strike. You can add 1 or 2 points to your character’s Defense. For each Defense point you take, subtract a die from any attacks you make. This can only be used in a turn in which your char- acter intends to attack. It cannot be used with a Dodge.
Whirlwind Strike (•••): When engaged, your char- acter becomes a storm of threatening kicks and punches; nothing close is safe. As long as your character has her Defense available to her, and is notDodging, any character coming into arm’s reach takes one bashing damage. This dam-age continues once per turn as long as the enemy stays within range, and occurs on the enemy’s turn. If you spend a point of Willpower, this damage becomes two
bashing until your next turn.

Light Weapons (•••••; Style)
Prerequisites: Wits ••• or Fighting Finesse, Dexterity •••, Athletics ••, Weaponry ••
Effect: Your character is trained with small hand-to- hand weapons which favor finesse over raw power. These maneuvers may only be used with one-handed weapons with a damage rating of two or less.
Rapidity (•): Your character moves with swiftness to find just the right spot to strike. You can sacrifice your character’s weapon damage rating to add his Weaponry score to his Initiative for the turn. The weapon becomes a zero damage weapon for the turn.
Thrust (••): Your character knows when to defend himself, and when to move in for the kill. At any time, you can sacrifice points of Defense one-for-one to add to attack pools. This cannot happen if you’ve already used Defense in the same turn. If you use this maneuver, you may not sacrifice your full Defense for any other reason. For example, you cannot use Thrust with an all-out attack.
Feint (•••): With a flourish in one direction, your char- acter can distract an opponent for a cleaner, more effective follow-up strike. For example, if Feinting with a two damage weapon with three successes, the attack causes no damage. However, your next attack ignores five points of Defense, and causes three extra points of damage.
Flurry (••••): Your character moves quickly enough to stab opponents with numerous pricks and swipes in the blink of an eye. As long as your character has his Defense available to him (if it’s not been sacrificed for another maneuver, or denied from surprise, for example), any character coming into his immediate proximity takes one point of lethal damage. This damage continues once per turn as long as the enemy stays within range, and occurs on the enemy’s turn. This can affect multiple opponents, and cannot be used in a turn where the character is Dodging.
Vital Shot (•••••): Your character can use his smaller weapon to get into an opponent’s defenses and hit where it hurts most. Sacrifice your character’s Defense for the turn to use this maneuver. If the attack roll succeeds, the attack causes one point of aggravated damage, in addition to the damage rating of the weapon.
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DEDICATED MAGICAL TOOL

Jade Butterfly Sword  

ATTAINMENTS

One-Dot Attainment: The mage disrupts the caster's Imago. The counter spell Attainment is 10 different Attainments, one for each Arcanum. By learning even the most basic principles of an Arcanum, a mage understands how to Counterspell it. By the time a spell takes effect and a mage feels it in Peripheral Mage Sight, its too late to counter. To use this attainments, the countering mage must see her rival casting in Active Mage Sight (p.192). RULES: Counterspell is a Clash of Wills (p.117) pitting the acting mage's Gnosis + Arcanum against the countering mage's Gnosis + Arcanum. A mage can attempt to counter any spell that uses the Arcanum, even if if it uses other Arcana as well but always counters the highest spell. The comparative ratings of the two mages's Arcana are irrelevant, an Initiative can counter spell a Master. Countering a spell requires an instant action and the player spends a point of Mana. If the mage is implying Active Mage Sight (p. 90), she can attempt to counter a spell of the appropriate Arcanum in combat, regardless of her position in the INitative order, provides she has not used her action yet.

Two-Dot Attainment: The second dot of an Arcanum grants a Lesser Utility Attainment and a form of Mage Armor. Lesser Utilities are Attainments that fit into the purview of the Arcana, but don't to the Practices and rely more on a general understanding of the Arcanum in question than of specific spells.
*FORCES, Precise Force: If the mage has a full turn to calculate her action, she can take the 9-again quality on the roll. If she's applying Forces on a stationary object, she can ignore two points of Durability, and a successful hit automatically causes two additional Structure damage. Against a stationary, armored target, this strike destroys 1/1 armor if successful. This Attainment doesn't work against anything moving faster than a casual walk.

Two-Dot Attainment: MAGE ARMOR: Mage armor is a set of 10 Attainments, on per Arcanum that allows a mage to protect themselves magically. Mage Armor requires a point of Mana to activate with a reflexive action, whereupon it remains active for the scene, even if the mage falls unconscious unless the mage dies. A mage can only benefit from one form of Mage Armor at a time, but can spend Mana to change between Arcana as a reflexive action. Mage Armors that increase Defense work against surprise attacks.

*FORCES 2/2: Force Armor disperses energy of attacks before they can reach the mage like a force field. Force Armor applies the mage's full Forces rating as General Armor, applicable against all damaging physical attacks and the automatic damage from fire and electricity. It has not effect on mental of psychic attacks.

Mind +2 Defense
Mind Armor causes minute doubt and hesitations in the mind of an enemy as to where the mage is and how best to hit him. This allows the mage to be highly effective at dodging incoming attacks, but provides no protection against threats with no cognition to affect (explosions, natural disasters, automatons).
Mind Armor adds the character’s Mind Arcanum to her Defense. In addition, if the mage Dodges a target’s attack, the player can spend a point of Mana to cause the target to gain the Beaten Down Tilt (p. 319); the target just doesn’t want to continue the fight. A supernatural being can contest this with a Clash of Wills.

Space
The mage makes tiny changes in the fabric of space, moving attacks away from her. She shifts slightly to compensate for any incoming attack that she is aware of — if she cannot apply her Defense due to Surprise (p. 217), she cannot apply Space Armor.
Space Armor adds character’s Space rating to her Defense. If the character Dodges, add the character’s Space rating to the dice pool. The character also applies her Defense to firearms attacks. In addition, if the character successfully Dodges an attack, the player can spend one point of Mana to redirect the attack to another applicable target. The attack hits with successes equal to the mage’s Space Arcanum rating.

Three-Dot Attainments, Targeted Summoning : With three dots in an Arcanum, a mage can add greater specificity when summoning a Supernal being (p. 94). all Supernal beings have a primary Arcanum, defied by their home Realm and the type of being (manifest or recondite). They can have other Arcana, however, and a mage using this Attainment can narrow her summoning to Supernal beings with particular powers. SYSTEM: The mage spends 1 additional Mana during the summoning and specifies a second Arcanum for the target Supernal being . The primary Arcanum must remind one of the mage's tow Path's Ruling Arcanum.

Four Dot Attainments
Space: Everywhere
An Adept of Space can spread the influence of her magic over a large area with very little effort.
System: The character may spend one Mana instead of using a Reach to use the Advanced Scale factor of a spell.
____________________________________________________________________________
EQUIPMENT

(2) Butterfly Sword- Damage: 2  Initiative: -2   Size: 2    Strengths: 2
THE AWAKENING OF 1881 220px-Modell_Design_LLC_Stabber_Butterfly_Swords
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DICEPOOLS
Whirlwind Strike: Anyone in arm's range takes 1B (or 2B w/ 1 Willpower) through roundhouses and strikes as long as the user has their defense.

Attack (Swords + Fighting Finesse): +11
Damage: +2 (Lethal)
Vital Shot, Special: Can sacrifice his defense to do 1 Aggravated Damage in addition to regular damage

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