ATROCITIES OF THE WEIRD WEST

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ATROCITIES OF THE WEIRD WEST

Post by Admin on Wed Aug 09, 2017 5:52 pm

MARSIUS


Virtue: Inquisitive
Vice: Stubborn
Concept: Possessed Mysterium Acquisitor
Path: Acanthus
Order: Mysterium
Annunkai Rank: 4
Essence: 25

Gnosis: 4 (Ritual Interval 1 Hour, Max Trait 5, Yantras 3, Paradox 2, Combined Spells 2, Obsessions 2, Mana/Per Turn 13/4, Highest Arcanum Max 4, Other Arcana Max 4)
Mana: 000000000000000 ( 13 )
Obsessions: 1) Investigate Nexus  2) Protect Neus
Praxes: 3 (see below)
Size: 5
Health: 15
Speed: 10 (20/30) (Can spend 2 Essence x2 Speed or 3 Essence x3 Speed for Scene)
Willpower: 0000000 ( 7 )
Wisdom: 1
Initiative: 8
Defense: 10 (+4 w/ Fate or Time Armor Attainment & can dodge ranged attacks w/ it)
Armor: 0/0

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ATTRIBUTES

Mental
Intelligence:0000
Wits:000
Resolve:0000

Physical
Strength:0 - 0000000000
Dexterity:0000 - 0000000000
Stamina:0 - 0000000000

Social
Presence:00
Manipulation:00
Composure:0000

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SKILLS

Mental (-3 Unskilled)
Academics: 0000 (Magical History +1)
Computer:
Crafts: 0
Investigation: 00000 (Magical Fringe Theories +1)
Medicine: 0
Occult: 00000 (Black Magics +1)
Politics:
Science: 0000 (Planar Physics +1)

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

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

Time: 0000

Fate : 0000

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).

Chaos Mastery 0000 (Occult +5) p.138:
Chaos Mastery (Fate ••••)
Practice: Patterning
Primary Factor: Potency
Withstand: Composure
Suggested Rote Skills: Empathy, Occult, Science
The mage can manipulate complex patterns of behavior — such as swarms, crowds, or traffic patterns. This spell can manifest noticeable patterns in chaos, such as causing 1,000 coins to all come up heads.
The mage can reflexively generate a number of useful patterns in the chaos equal to Potency + Fate dots, and these may affect any valid subject within sensory range. Common uses for this spell include:
• The mage manipulates brain chemistry to cause hallucinations or produce emotional responses, imposing suitable Conditions such as Swooning, Guilty, or Broken.
• The subject doesn’t benefit from armor or cover until the end of the mage’s next turn.
• The mage reduces a victim’s next action to a chance die.
+1 Reach: Spend one Mana. When using this spell’s direct-at- tack effect it inflicts aggravated damage.
The mage manipulates the subject’s body to create complex medical conditions, causing appropriate Conditions such as Addicted, Disabled, or Blind.

Postcognition,0000   (Investigation +5 Yantra) p. 190 :
Postcognition (Time •)
Practice: Unveiling
Primary Factor: Potency
Suggested Rote Skills: Academics, Empathy, Investigation
The mage can see into the past of a subject, witnessing events as though she were physically present to view them. By default, the caster may only view Unchanged subjects, but with Time •• she may view the more distant past, in which case the spell is Withstood by temporal sympathy.
The mage views the subject in “real time” from a moment declared when casting until the Duration of Postcognition expires. While viewing the past, the mage loses all Defense and may not take any actions or cast further spells.
+1 Reach: The mage can “scrub” the vision like a video, speeding it up, slowing it down, rewinding it, pausing it, etc.
+1 Reach: The mage remains aware of her surroundings, and does not lose Defense.


Chrono's Curse (Time 0000) p. 189 (Occult +5) :
Chronos’ Curse (Time •••)
Practice: Fraying
Primary Factor: Potency
Cost: One Mana
Withstood: Stamina
Suggested Rote Skills: Academics, Occult, Intimidation
The mage slows his subject’s experience of time to a crawl. To the subject, everything seems to move at dazzling speeds, while she feels like she’s caught in a dream, unable to run or punch or move properly. She can’t even speak normally to others while affected — while from her perspective her words are clear enough, to everyone else they’re a long, impossibly drawn-out sound.
Divide the subject’s Speed by Potency, rounding down. If Speed reaches 0, the subject is effectively moving so slowly she appears rooted to the spot. While under the spell’s effect, the subject always goes last in a turn. The subject’s Defense is also reduced by Potency.
+1 Reach: For a point of Mana, the subject loses Defense against attacks.
+1 Reach: Multiply the time per roll of extended actions taken by the subject by Potency. The spell has no effect on the ritual casting interval of mages.


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).

Hung Spell (Time) 00, p.186/187:
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.

Acceleration, Time 000 (p.190):
Acceleration (Time •••)
Practice: Perfecting
Primary Factor: Potency
Cost: One Mana
Suggested Rote Skills: Athletics, Drive, Stealth
The mage can greatly accelerate her subject’s temporal mo- tion. From the perspective of onlookers she becomes a blur as if moving in fast motion, acting with impossible speed. At high enough levels, mundane creatures simply cannot perceive her at all, save perhaps for hair raising on the neck or a gut feeling that something is not quite right.
Multiply the subject’s Speed by Potency. While under the spell’s effect, the subject always goes first in a turn unless he chooses to delay his action, in which case he may interrupt any other character’s turn with his own as a reflexive action, then return to the front of the Initiative queue the next turn. Other characters using pre-empting powers provoke a Clash of Wills. Acting in such accelerated time makes the subject very hard to hit, but only as long as he is able to concentrate; his Defense does not change, but add Potency to Defense before doubling it for Dodge actions (p. 217). He may employ Defense (and Dodges) against firearms.
+1 Reach: Divide the time per roll of extended actions taken by the subject by Potency. The spell has no effect on the ritual casting interval of mages.
+1 Reach: For a point of Mana, Dodge actions taken while under this spell’s effect have the rote quality.

Temporal Summoning  000:
Temporal Summoning (Time •••)
Practice: Weaving
Primary Factor: Potency
Suggested Rote Skills: Athletics, Investigation, Persuasion
We are all the sum of our previous selves, and with this spell a mage can call those afterimages forth. Cast upon an object, area, or living being, this spell replaces its subject with an earlier version of itself, chosen by the caster. Without the Temporal Sympathy Attainment, only Unchanged pasts may be brought to the present, but this is still sufficient to remove most Conditions and heal injuries. By employing Temporal Sympathy, the mage can restore ancient ruins to their inhabited state, return her en- emies to childhood, or even bring the dead back to life. When the spell’s Duration ends, the subject immediately returns to its present self. Injuries, Conditions, and other effects imposed on the subject while Temporal Summoning is in effect transfer to the present version of the subject when it returns.


Rend Lifespan, Time 0000 p.190: (Create baby head, infant arms, etc.)
Rend Lifespan (Time ••••)
Practice: Unraveling
Primary Factor: Potency
Suggested Rote Skills: Athletics, Medicine, Intimidation
The mage can cause parts of a target’s body to age rapidly and others to regress in development. The effects are temporary but devastating, inflicting lethal damage equal to the spell’s Potency. Targets killed by this spell often appear to have “died of old age,” despite their apparent age. At the Storyteller’s discretion, undead beings like vampires and ghosts may be immune to this spell.
+1 Reach: For a point of Mana, the spell now inflicts aggravated damage.

Temporal Stutter (Time ••••) p.191
Practice: Patterning
Primary Spell Factor: Potency
Withstand: Stamina
Suggested Rote Skills: Intimidation, Science, Survival
By redefining how a subject’s Time Pattern interacts with the present, the mage throws that subject forward through time, awaiting the moment the present catches up to him. The subject completely vanishes from the Fallen World, and reappears un- changed when the spell’s Duration ends. The subject experiences a momentary lurch in his perceptions, and then suddenly finds his surroundings changed by intervening events. The subject remains in the same location and retains momentum if he had been mov- ing. If something now occupies the space the subject reappears in, apply the Knocked Down Tilt to whichever has the least Size.
Add Space ••: By using the Sympathetic Range Attainment tied to a destination, the spell brings the subject back at that destination rather than at the point he left.
________________________________________________________________________________
MERITS

*Resources: 00

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

Language, English: Native

*Status, Mysterium 00: Your character is an Acquisitor of the Mysterium
______________________________________________________________________________
ANNUNKAI AND NUMINA

Power: 10 describes the raw ability of the entity to impose itself on other beings and the world at large. It is used in all rolls that call for Strength, Intelligence, or Presence.
Finesse: 10 describes how deft the entity is at imposing its desires with fine control. It is used for all rolls that call for Dexterity, Wits, or Manipulation.
Resistance: 10 describes how well the entity can avoid imposition from its peers and how easily it is damaged. It is used for all rolls that call for Stamina, Resolve, or Composure.

AWE
The entity causes terror in anyone who can see it. The Numen costs three Essence and activation is contested individually with Presence + Composure + Gnosis by anyone looking at the entity. Anyone gaining fewer successes than the entity is unable to move or speak for a turn. If the entity gains an exceptional success, the effect lasts three turns.

BLAST
The entity may wound opponents at a distance. Range is equal to 10 yards per dot of Power and the entity does not suffer range penalties. If the activation roll succeeds, the Blast wounds as a +0L firearm. The entity may increase the lethality of its Blast by paying Essence — every two Essence spent increases the “weapon” by +1L. The maximum weapon bonus is equal to the entity’s Rank.

DEMENT
The entity may torture its victim’s mind via psychic assault. This Numen costs one Essence. The activation roll is contested by the victim’s Intelligence + Gnosis. If the entity succeeds, the victim suffers the Insane Tilt (p. 322) for the rest of the scene.

DRAIN
The entity can steal Essence or Willpower (chosen at activa- tion) from a material being. The activation roll is contested by Stamina + Resolve + Gnosis. Whichever character — entity or target — gains the most successes receives points of Willpower or Essence equal to the number of successes, while the other party loses the same number.

HALLUCINATION
The entity may create an illusion experienced by a single target: It can be anything from a sight or sound to an imaginary person who holds a conversation. The Numen costs one Essence and is contested by the victim’s Wits + Composure + Gnosis.

IMPLANT MISSION
This Numen grants a mortal a vision of a task the entity wishes him to accomplish as well as a mystical determination to see it through. The entity pays two Essence and rolls Power + Finesse. On a success, the subject receives a short vision of whatever the entity wishes him to do and is under the Obsessed Condition regarding carrying that mission out.

REGENERATE
The entity can use Essence to heal bashing and lethal wounds on its Corpus. This Numen does not require a roll to activate, but costs one point of Essence and heals one point of bashing or lethal damage — the entity must reactivate the Numen each turn to heal more severe wounds. Bashing damage is healed first, then lethal.

SPEED
The entity accelerates into a blur of movement. The entity chooses whether to spend two or four points of Essence when activating this Numen. Spending two Essence doubles its Speed for the remainder of the scene, while spending four Essence triples it.

STALWART
The entity appears armored, and uses Resistance as its Defense score instead of the lower of Power or Finesse.


_______________________________________________________________________________
DEDICATED MAGICAL TOOL

Bracers of Fate: Helps invoke Fate spells

________________________________________________________________________________
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:
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.


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.


Two-Dot Attainment: MAGE ARMOR:

Fate Armor
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 Armor
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.

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: GREATER UTILITY

Fate: Unbound Fate
A mage with this level of proficiency with the intricacies of Fate has a sixth sense for powers intended to usurp control of his own destiny. The mage can reflexively repel deleterious magic that will or could harm her fate. She can resist falling under the sway of a geas, for example, or shrug off psychic control.
System: The mage can reflexively use this Attainment under the following circumstances:
• She is being forcibly bound into a geas.
• A supernatural compulsion to do something she does not
wish to do is directed at her.
• A supernatural effect is changing her destiny.
The mage is immediately aware when one of the above circum- stances applies, and may protect herself by spending a point of Mana. The character enters a Clash of Wills with the intruding power, using her Gnosis + Fate.

Time: Time in a Bottle
An Adept of Time can cast spells in seconds that would take other mages hours.
System: The character may spend one Mana instead of using a Reach to use instant casting time for a spell.
____________________________________________________________________________
EQUIPMENT
Bracers of Fate, Worn Mage's Travel Clothes
___________________________________________________________________________
CONDITIONS
[color=#FF9933]POSSESSED
This object, corpse, or living being is temporarily controlled by an ephemeral entity. Living hosts are put into a coma-like state while being possessed. The entity may not use Numina or Influences while controlling the host, but is safe from Essence Bleed as long as the possession lasts.
The entity may pay one Essence per turn to heal one lethal or bashing wound or a point of Structure lost to damage in its host.
Entities possessing inanimate objects or corpses have a great deal of control over their hosts. A being controlling an object can’t make it do anything it couldn’t do while being operated, but it can turn switches on and off, operate machinery, use keyboards, and turn dials. Use the entity’s Finesse if dice rolls are necessary.
Corpses and other articulated hosts capable of movement, such as shop mannequins or industrial robots, use their own Physical Attributes but the entity’s Attributes in Social or Mental rolls. By spending a point of Essence, the being can use its own Attributes instead of the host’s for Physical tasks for a turn, but doing so causes one point of lethal damage or Structure loss to the host.
Living hosts require more time for the entity to gain full con- trol and always use their own Attributes. The entity may read the host’s memories with a Finesse Roll at a –4, use the host’s Physical Skills at a –3 penalty, and the host’s Social and Mental Skills at –4. Reduce these penalties by one die per day that the being has been Fettered to the host.To possess a host, the entity must remain in Twilight, super- imposed over the victim. This means that if the host touches the entity’s bane or is injured by a weapon made of the bane, the entity will suffer wounds to its Corpus. Causing the Condition: This Condition is created by an entity using the Possess Manifestation Effect on an object or victim under the Open Condition. It can also be created through the Death or Spirit Arcana for ghosts or spirits, and through the Mind Arcana for Goetia.
Ending the Condition: The possession lasts for a single scene, unless the entity abandons it early or the host is killed or destroyed. Possessing entities can also be ejected by the Death, Mind or Spirit Arcana for ghosts, spirits, and Goetia respectively.

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